mirror of
https://github.com/Q3Rally-Team/rallyunlimited-engine.git
synced 2024-11-22 12:21:09 +00:00
4218 lines
109 KiB
C
4218 lines
109 KiB
C
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "tr_local.h"
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// tr_shader.c -- this file deals with the parsing and definition of shaders
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static char *s_shaderText;
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static const char *s_extensionOffset;
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static int s_extendedShader;
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// the shader is parsed into these global variables, then copied into
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// dynamically allocated memory if it is valid.
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static shaderStage_t stages[MAX_SHADER_STAGES];
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static shader_t shader;
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static texModInfo_t texMods[MAX_SHADER_STAGES][TR_MAX_TEXMODS+1]; // reserve one additional texmod for lightmap atlas correction
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#define FILE_HASH_SIZE 1024
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static shader_t* hashTable[FILE_HASH_SIZE];
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#define MAX_SHADERTEXT_HASH 2048
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static const char **shaderTextHashTable[MAX_SHADERTEXT_HASH];
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/*
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================
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return a hash value for the filename
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================
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*/
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#ifdef __GNUCC__
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#warning TODO: check if long is ok here
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#endif
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#define generateHashValue Com_GenerateHashValue
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void RE_RemapShader(const char *shaderName, const char *newShaderName, const char *timeOffset) {
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char strippedName[MAX_QPATH];
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int hash;
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shader_t *sh, *sh2;
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qhandle_t h;
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sh = R_FindShaderByName( shaderName );
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if (sh == NULL || sh == tr.defaultShader) {
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h = RE_RegisterShaderLightMap(shaderName, 0);
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sh = R_GetShaderByHandle(h);
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}
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if (sh == NULL || sh == tr.defaultShader) {
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ri.Printf( PRINT_WARNING, "WARNING: RE_RemapShader: shader %s not found\n", shaderName );
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return;
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}
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sh2 = R_FindShaderByName( newShaderName );
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if (sh2 == NULL || sh2 == tr.defaultShader) {
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h = RE_RegisterShaderLightMap(newShaderName, 0);
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sh2 = R_GetShaderByHandle(h);
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}
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if (sh2 == NULL || sh2 == tr.defaultShader) {
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ri.Printf( PRINT_WARNING, "WARNING: RE_RemapShader: new shader %s not found\n", newShaderName );
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return;
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}
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// remap all the shaders with the given name
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// even tho they might have different lightmaps
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COM_StripExtension(shaderName, strippedName, sizeof(strippedName));
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hash = generateHashValue(strippedName, FILE_HASH_SIZE);
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for (sh = hashTable[hash]; sh; sh = sh->next) {
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if (Q_stricmp(sh->name, strippedName) == 0) {
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if (sh != sh2) {
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sh->remappedShader = sh2;
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} else {
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sh->remappedShader = NULL;
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}
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}
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}
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if ( timeOffset ) {
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sh2->timeOffset = Q_atof( timeOffset );
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}
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}
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/*
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===============
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ParseVector
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===============
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*/
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static qboolean ParseVector( const char **text, int count, float *v ) {
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const char *token;
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int i;
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// FIXME: spaces are currently required after parens, should change parseext...
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token = COM_ParseExt( text, qfalse );
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if ( strcmp( token, "(" ) ) {
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ri.Printf( PRINT_WARNING, "WARNING: missing parenthesis in shader '%s'\n", shader.name );
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return qfalse;
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}
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for ( i = 0 ; i < count ; i++ ) {
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token = COM_ParseExt( text, qfalse );
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if ( !token[0] ) {
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ri.Printf( PRINT_WARNING, "WARNING: missing vector element in shader '%s'\n", shader.name );
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return qfalse;
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}
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v[i] = Q_atof( token );
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}
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token = COM_ParseExt( text, qfalse );
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if ( strcmp( token, ")" ) ) {
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ri.Printf( PRINT_WARNING, "WARNING: missing parenthesis in shader '%s'\n", shader.name );
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return qfalse;
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}
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return qtrue;
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}
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/*
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===============
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NameToAFunc
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===============
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*/
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static unsigned NameToAFunc( const char *funcname )
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{
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if ( !Q_stricmp( funcname, "GT0" ) )
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{
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return GLS_ATEST_GT_0;
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}
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else if ( !Q_stricmp( funcname, "LT128" ) )
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{
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return GLS_ATEST_LT_80;
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}
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else if ( !Q_stricmp( funcname, "GE128" ) )
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{
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return GLS_ATEST_GE_80;
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}
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ri.Printf( PRINT_WARNING, "WARNING: invalid alphaFunc name '%s' in shader '%s'\n", funcname, shader.name );
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return 0;
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}
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/*
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===============
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NameToSrcBlendMode
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===============
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*/
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static int NameToSrcBlendMode( const char *name )
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{
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if ( !Q_stricmp( name, "GL_ONE" ) )
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{
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return GLS_SRCBLEND_ONE;
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}
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else if ( !Q_stricmp( name, "GL_ZERO" ) )
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{
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return GLS_SRCBLEND_ZERO;
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}
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else if ( !Q_stricmp( name, "GL_DST_COLOR" ) )
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{
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return GLS_SRCBLEND_DST_COLOR;
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}
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else if ( !Q_stricmp( name, "GL_ONE_MINUS_DST_COLOR" ) )
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{
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return GLS_SRCBLEND_ONE_MINUS_DST_COLOR;
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}
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else if ( !Q_stricmp( name, "GL_SRC_ALPHA" ) )
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{
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return GLS_SRCBLEND_SRC_ALPHA;
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}
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else if ( !Q_stricmp( name, "GL_ONE_MINUS_SRC_ALPHA" ) )
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{
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return GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA;
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}
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else if ( !Q_stricmp( name, "GL_DST_ALPHA" ) )
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{
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return GLS_SRCBLEND_DST_ALPHA;
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}
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else if ( !Q_stricmp( name, "GL_ONE_MINUS_DST_ALPHA" ) )
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{
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return GLS_SRCBLEND_ONE_MINUS_DST_ALPHA;
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}
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else if ( !Q_stricmp( name, "GL_SRC_ALPHA_SATURATE" ) )
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{
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return GLS_SRCBLEND_ALPHA_SATURATE;
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}
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ri.Printf( PRINT_WARNING, "WARNING: unknown blend mode '%s' in shader '%s', substituting GL_ONE\n", name, shader.name );
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return GLS_SRCBLEND_ONE;
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}
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/*
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===============
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NameToDstBlendMode
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===============
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*/
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static int NameToDstBlendMode( const char *name )
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{
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if ( !Q_stricmp( name, "GL_ONE" ) )
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{
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return GLS_DSTBLEND_ONE;
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}
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else if ( !Q_stricmp( name, "GL_ZERO" ) )
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{
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return GLS_DSTBLEND_ZERO;
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}
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else if ( !Q_stricmp( name, "GL_SRC_ALPHA" ) )
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{
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return GLS_DSTBLEND_SRC_ALPHA;
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}
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else if ( !Q_stricmp( name, "GL_ONE_MINUS_SRC_ALPHA" ) )
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{
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return GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
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}
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else if ( !Q_stricmp( name, "GL_DST_ALPHA" ) )
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{
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return GLS_DSTBLEND_DST_ALPHA;
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}
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else if ( !Q_stricmp( name, "GL_ONE_MINUS_DST_ALPHA" ) )
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{
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return GLS_DSTBLEND_ONE_MINUS_DST_ALPHA;
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}
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else if ( !Q_stricmp( name, "GL_SRC_COLOR" ) )
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{
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return GLS_DSTBLEND_SRC_COLOR;
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}
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else if ( !Q_stricmp( name, "GL_ONE_MINUS_SRC_COLOR" ) )
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{
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return GLS_DSTBLEND_ONE_MINUS_SRC_COLOR;
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}
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ri.Printf( PRINT_WARNING, "WARNING: unknown blend mode '%s' in shader '%s', substituting GL_ONE\n", name, shader.name );
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return GLS_DSTBLEND_ONE;
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}
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/*
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===============
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NameToGenFunc
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===============
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*/
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static genFunc_t NameToGenFunc( const char *funcname )
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{
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if ( !Q_stricmp( funcname, "sin" ) )
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{
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return GF_SIN;
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}
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else if ( !Q_stricmp( funcname, "square" ) )
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{
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return GF_SQUARE;
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}
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else if ( !Q_stricmp( funcname, "triangle" ) )
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{
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return GF_TRIANGLE;
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}
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else if ( !Q_stricmp( funcname, "sawtooth" ) )
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{
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return GF_SAWTOOTH;
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}
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else if ( !Q_stricmp( funcname, "inversesawtooth" ) )
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{
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return GF_INVERSE_SAWTOOTH;
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}
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else if ( !Q_stricmp( funcname, "noise" ) )
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{
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return GF_NOISE;
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}
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ri.Printf( PRINT_WARNING, "WARNING: invalid genfunc name '%s' in shader '%s'\n", funcname, shader.name );
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return GF_SIN;
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}
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/*
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===================
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ParseWaveForm
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===================
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*/
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static void ParseWaveForm( const char **text, waveForm_t *wave )
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{
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const char *token;
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token = COM_ParseExt( text, qfalse );
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if ( token[0] == 0 )
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{
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ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
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return;
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}
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wave->func = NameToGenFunc( token );
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// BASE, AMP, PHASE, FREQ
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token = COM_ParseExt( text, qfalse );
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if ( token[0] == 0 )
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{
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ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
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return;
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}
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wave->base = Q_atof( token );
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token = COM_ParseExt( text, qfalse );
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if ( token[0] == 0 )
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{
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ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
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return;
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}
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wave->amplitude = Q_atof( token );
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token = COM_ParseExt( text, qfalse );
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if ( token[0] == 0 )
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{
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ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
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return;
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}
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wave->phase = Q_atof( token );
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token = COM_ParseExt( text, qfalse );
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if ( token[0] == 0 )
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{
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ri.Printf( PRINT_WARNING, "WARNING: missing waveform parm in shader '%s'\n", shader.name );
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return;
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}
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wave->frequency = Q_atof( token );
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}
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/*
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===================
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ParseTexMod
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===================
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*/
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static void ParseTexMod( const char *_text, shaderStage_t *stage )
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{
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const char *token;
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const char **text = &_text;
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texModInfo_t *tmi;
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if ( stage->bundle[0].numTexMods == TR_MAX_TEXMODS ) {
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ri.Error( ERR_DROP, "ERROR: too many tcMod stages in shader '%s'", shader.name );
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return;
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}
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tmi = &stage->bundle[0].texMods[stage->bundle[0].numTexMods];
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stage->bundle[0].numTexMods++;
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token = COM_ParseExt( text, qfalse );
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//
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// turb
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//
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if ( !Q_stricmp( token, "turb" ) )
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{
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token = COM_ParseExt( text, qfalse );
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if ( token[0] == 0 )
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{
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ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb parms in shader '%s'\n", shader.name );
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return;
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}
|
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tmi->wave.base = Q_atof( token );
|
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token = COM_ParseExt( text, qfalse );
|
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if ( token[0] == 0 )
|
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{
|
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ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb in shader '%s'\n", shader.name );
|
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return;
|
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}
|
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tmi->wave.amplitude = Q_atof( token );
|
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token = COM_ParseExt( text, qfalse );
|
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if ( token[0] == 0 )
|
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{
|
||
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ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb in shader '%s'\n", shader.name );
|
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|
return;
|
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|
}
|
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tmi->wave.phase = Q_atof( token );
|
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token = COM_ParseExt( text, qfalse );
|
||
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if ( token[0] == 0 )
|
||
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{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing tcMod turb in shader '%s'\n", shader.name );
|
||
|
return;
|
||
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}
|
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tmi->wave.frequency = Q_atof( token );
|
||
|
|
||
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tmi->type = TMOD_TURBULENT;
|
||
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}
|
||
|
//
|
||
|
// scale
|
||
|
//
|
||
|
else if ( !Q_stricmp( token, "scale" ) )
|
||
|
{
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing scale parms in shader '%s'\n", shader.name );
|
||
|
return;
|
||
|
}
|
||
|
tmi->scale[0] = Q_atof( token );
|
||
|
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing scale parms in shader '%s'\n", shader.name );
|
||
|
return;
|
||
|
}
|
||
|
tmi->scale[1] = Q_atof( token );
|
||
|
tmi->type = TMOD_SCALE;
|
||
|
}
|
||
|
//
|
||
|
// scroll
|
||
|
//
|
||
|
else if ( !Q_stricmp( token, "scroll" ) )
|
||
|
{
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing scale scroll parms in shader '%s'\n", shader.name );
|
||
|
return;
|
||
|
}
|
||
|
tmi->scroll[0] = Q_atof( token );
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing scale scroll parms in shader '%s'\n", shader.name );
|
||
|
return;
|
||
|
}
|
||
|
tmi->scroll[1] = Q_atof( token );
|
||
|
tmi->type = TMOD_SCROLL;
|
||
|
}
|
||
|
//
|
||
|
// stretch
|
||
|
//
|
||
|
else if ( !Q_stricmp( token, "stretch" ) )
|
||
|
{
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name );
|
||
|
return;
|
||
|
}
|
||
|
tmi->wave.func = NameToGenFunc( token );
|
||
|
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name );
|
||
|
return;
|
||
|
}
|
||
|
tmi->wave.base = Q_atof( token );
|
||
|
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name );
|
||
|
return;
|
||
|
}
|
||
|
tmi->wave.amplitude = Q_atof( token );
|
||
|
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name );
|
||
|
return;
|
||
|
}
|
||
|
tmi->wave.phase = Q_atof( token );
|
||
|
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing stretch parms in shader '%s'\n", shader.name );
|
||
|
return;
|
||
|
}
|
||
|
tmi->wave.frequency = Q_atof( token );
|
||
|
|
||
|
tmi->type = TMOD_STRETCH;
|
||
|
}
|
||
|
//
|
||
|
// transform
|
||
|
//
|
||
|
else if ( !Q_stricmp( token, "transform" ) )
|
||
|
{
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
|
||
|
return;
|
||
|
}
|
||
|
tmi->matrix[0][0] = Q_atof( token );
|
||
|
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
|
||
|
return;
|
||
|
}
|
||
|
tmi->matrix[0][1] = Q_atof( token );
|
||
|
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
|
||
|
return;
|
||
|
}
|
||
|
tmi->matrix[1][0] = Q_atof( token );
|
||
|
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
|
||
|
return;
|
||
|
}
|
||
|
tmi->matrix[1][1] = Q_atof( token );
|
||
|
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
|
||
|
return;
|
||
|
}
|
||
|
tmi->translate[0] = Q_atof( token );
|
||
|
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing transform parms in shader '%s'\n", shader.name );
|
||
|
return;
|
||
|
}
|
||
|
tmi->translate[1] = Q_atof( token );
|
||
|
|
||
|
tmi->type = TMOD_TRANSFORM;
|
||
|
}
|
||
|
//
|
||
|
// rotate
|
||
|
//
|
||
|
else if ( !Q_stricmp( token, "rotate" ) )
|
||
|
{
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing tcMod rotate parms in shader '%s'\n", shader.name );
|
||
|
return;
|
||
|
}
|
||
|
tmi->rotateSpeed = Q_atof( token );
|
||
|
tmi->type = TMOD_ROTATE;
|
||
|
}
|
||
|
//
|
||
|
// entityTranslate
|
||
|
//
|
||
|
else if ( !Q_stricmp( token, "entityTranslate" ) )
|
||
|
{
|
||
|
tmi->type = TMOD_ENTITY_TRANSLATE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: unknown tcMod '%s' in shader '%s'\n", token, shader.name );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
ParseStage
|
||
|
===================
|
||
|
*/
|
||
|
static qboolean ParseStage( shaderStage_t *stage, const char **text )
|
||
|
{
|
||
|
const char *token;
|
||
|
int i, depthMaskBits = GLS_DEPTHMASK_TRUE, blendSrcBits = 0, blendDstBits = 0, atestBits = 0, depthFuncBits = 0;
|
||
|
qboolean depthMaskExplicit = qfalse;
|
||
|
|
||
|
stage->active = qfalse;
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
token = COM_ParseExt( text, qtrue );
|
||
|
if ( !token[0] )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: no matching '}' found\n" );
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
if ( token[0] == '}' )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
//
|
||
|
// map <name>
|
||
|
//
|
||
|
else if ( !Q_stricmp( token, "map" ) )
|
||
|
{
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( !token[0] )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'map' keyword in shader '%s'\n", shader.name );
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
if ( !Q_stricmp( token, "$whiteimage" ) )
|
||
|
{
|
||
|
stage->bundle[0].image[0] = tr.whiteImage;
|
||
|
continue;
|
||
|
}
|
||
|
else if ( !Q_stricmp( token, "$lightmap" ) )
|
||
|
{
|
||
|
stage->bundle[0].lightmap = LIGHTMAP_INDEX_SHADER; // regular lightmap
|
||
|
if ( shader.lightmapIndex < 0 || !tr.lightmaps ) {
|
||
|
stage->bundle[0].image[0] = tr.whiteImage;
|
||
|
} else {
|
||
|
stage->bundle[0].image[0] = tr.lightmaps[shader.lightmapIndex];
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
else if ( Q_stricmpn( token, "*lightmap", 9 ) == 0 && token[9] >= '0' && token[9] <= '9' )
|
||
|
{
|
||
|
const int lightmapIndex = atoi( token + 9 );
|
||
|
if ( lightmapIndex < 0 || tr.lightmaps == NULL ) {
|
||
|
stage->bundle[0].image[0] = tr.whiteImage;
|
||
|
} else {
|
||
|
stage->bundle[0].lightmap = LIGHTMAP_INDEX_OFFSET + lightmapIndex; //custom index
|
||
|
stage->bundle[0].image[0] = tr.lightmaps[lightmapIndex % tr.lightmapMod];
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
imgFlags_t flags = IMGFLAG_NONE;
|
||
|
|
||
|
if (!shader.noMipMaps)
|
||
|
flags |= IMGFLAG_MIPMAP;
|
||
|
|
||
|
if (!shader.noPicMip)
|
||
|
flags |= IMGFLAG_PICMIP;
|
||
|
|
||
|
if (shader.noLightScale)
|
||
|
flags |= IMGFLAG_NOLIGHTSCALE;
|
||
|
|
||
|
stage->bundle[0].image[0] = R_FindImageFile( token, flags );
|
||
|
|
||
|
if ( !stage->bundle[0].image[0] )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name );
|
||
|
return qfalse;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
//
|
||
|
// clampmap <name>
|
||
|
//
|
||
|
else if ( !Q_stricmp( token, "clampmap" ) || ( !Q_stricmp( token, "screenMap" ) && s_extendedShader ) )
|
||
|
{
|
||
|
imgFlags_t flags;
|
||
|
|
||
|
if ( !Q_stricmp( token, "screenMap" ) ) {
|
||
|
flags = IMGFLAG_NONE;
|
||
|
if ( vk.fboActive ) {
|
||
|
stage->bundle[0].isScreenMap = 1;
|
||
|
shader.hasScreenMap = 1;
|
||
|
}
|
||
|
} else {
|
||
|
flags = IMGFLAG_CLAMPTOEDGE;
|
||
|
}
|
||
|
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( !token[0] )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing parameter for '%s' keyword in shader '%s'\n",
|
||
|
stage->bundle[0].isScreenMap ? "screenMap" : "clampMap", shader.name );
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
if (!shader.noMipMaps)
|
||
|
flags |= IMGFLAG_MIPMAP;
|
||
|
|
||
|
if (!shader.noPicMip)
|
||
|
flags |= IMGFLAG_PICMIP;
|
||
|
|
||
|
if (shader.noLightScale)
|
||
|
flags |= IMGFLAG_NOLIGHTSCALE;
|
||
|
|
||
|
stage->bundle[0].image[0] = R_FindImageFile( token, flags );
|
||
|
if ( !stage->bundle[0].image[0] )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name );
|
||
|
return qfalse;
|
||
|
}
|
||
|
}
|
||
|
//
|
||
|
// animMap <frequency> <image1> .... <imageN>
|
||
|
//
|
||
|
else if ( !Q_stricmp( token, "animMap" ) )
|
||
|
{
|
||
|
int totalImages = 0;
|
||
|
int maxAnimations = s_extendedShader ? MAX_IMAGE_ANIMATIONS : MAX_IMAGE_ANIMATIONS_VQ3;
|
||
|
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( !token[0] )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'animMap' keyword in shader '%s'\n", shader.name );
|
||
|
return qfalse;
|
||
|
}
|
||
|
stage->bundle[0].imageAnimationSpeed = Q_atof( token );
|
||
|
|
||
|
// parse up to MAX_IMAGE_ANIMATIONS animations
|
||
|
while ( 1 ) {
|
||
|
int num;
|
||
|
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( !token[0] ) {
|
||
|
break;
|
||
|
}
|
||
|
num = stage->bundle[0].numImageAnimations;
|
||
|
if ( num < maxAnimations ) {
|
||
|
imgFlags_t flags = IMGFLAG_NONE;
|
||
|
|
||
|
if (!shader.noMipMaps)
|
||
|
flags |= IMGFLAG_MIPMAP;
|
||
|
|
||
|
if (!shader.noPicMip)
|
||
|
flags |= IMGFLAG_PICMIP;
|
||
|
|
||
|
if (shader.noLightScale)
|
||
|
flags |= IMGFLAG_NOLIGHTSCALE;
|
||
|
|
||
|
stage->bundle[0].image[num] = R_FindImageFile( token, flags );
|
||
|
if ( !stage->bundle[0].image[num] )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: R_FindImageFile could not find '%s' in shader '%s'\n", token, shader.name );
|
||
|
return qfalse;
|
||
|
}
|
||
|
stage->bundle[0].numImageAnimations++;
|
||
|
}
|
||
|
totalImages++;
|
||
|
}
|
||
|
|
||
|
if ( totalImages > maxAnimations ) {
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: ignoring excess images for 'animMap' (found %d, max is %d) in shader '%s'\n",
|
||
|
totalImages, maxAnimations, shader.name );
|
||
|
}
|
||
|
}
|
||
|
else if ( !Q_stricmp( token, "videoMap" ) )
|
||
|
{
|
||
|
int handle;
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( !token[0] )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'videoMap' keyword in shader '%s'\n", shader.name );
|
||
|
return qfalse;
|
||
|
}
|
||
|
handle = ri.CIN_PlayCinematic( token, 0, 0, 256, 256, (CIN_loop | CIN_silent | CIN_shader) );
|
||
|
if ( handle != -1 ) {
|
||
|
if ( !tr.scratchImage[ handle ] ) {
|
||
|
tr.scratchImage[ handle ] = R_CreateImage( va( "*scratch%i", handle ), NULL, NULL, 256, 256, IMGFLAG_CLAMPTOEDGE | IMGFLAG_RGB | IMGFLAG_NOSCALE );
|
||
|
}
|
||
|
stage->bundle[0].isVideoMap = qtrue;
|
||
|
stage->bundle[0].videoMapHandle = handle;
|
||
|
stage->bundle[0].image[0] = tr.scratchImage[ handle ];
|
||
|
} else {
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: could not load '%s' for 'videoMap' keyword in shader '%s'\n", token, shader.name );
|
||
|
}
|
||
|
}
|
||
|
//
|
||
|
// alphafunc <func>
|
||
|
//
|
||
|
else if ( !Q_stricmp( token, "alphaFunc" ) )
|
||
|
{
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( !token[0] )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'alphaFunc' keyword in shader '%s'\n", shader.name );
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
atestBits = NameToAFunc( token );
|
||
|
}
|
||
|
//
|
||
|
// depthFunc <func>
|
||
|
//
|
||
|
else if ( !Q_stricmp( token, "depthfunc" ) )
|
||
|
{
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
|
||
|
if ( !token[0] )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing parameter for 'depthfunc' keyword in shader '%s'\n", shader.name );
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
if ( !Q_stricmp( token, "lequal" ) )
|
||
|
{
|
||
|
depthFuncBits = 0;
|
||
|
}
|
||
|
else if ( !Q_stricmp( token, "equal" ) )
|
||
|
{
|
||
|
depthFuncBits = GLS_DEPTHFUNC_EQUAL;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: unknown depthfunc '%s' in shader '%s'\n", token, shader.name );
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
//
|
||
|
// detail
|
||
|
//
|
||
|
else if ( !Q_stricmp( token, "detail" ) )
|
||
|
{
|
||
|
stage->isDetail = qtrue;
|
||
|
}
|
||
|
//
|
||
|
// blendfunc <srcFactor> <dstFactor>
|
||
|
// or blendfunc <add|filter|blend>
|
||
|
//
|
||
|
else if ( !Q_stricmp( token, "blendfunc" ) )
|
||
|
{
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing parm for blendFunc in shader '%s'\n", shader.name );
|
||
|
continue;
|
||
|
}
|
||
|
// check for "simple" blends first
|
||
|
if ( !Q_stricmp( token, "add" ) ) {
|
||
|
blendSrcBits = GLS_SRCBLEND_ONE;
|
||
|
blendDstBits = GLS_DSTBLEND_ONE;
|
||
|
} else if ( !Q_stricmp( token, "filter" ) ) {
|
||
|
blendSrcBits = GLS_SRCBLEND_DST_COLOR;
|
||
|
blendDstBits = GLS_DSTBLEND_ZERO;
|
||
|
} else if ( !Q_stricmp( token, "blend" ) ) {
|
||
|
blendSrcBits = GLS_SRCBLEND_SRC_ALPHA;
|
||
|
blendDstBits = GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
|
||
|
} else {
|
||
|
// complex double blends
|
||
|
blendSrcBits = NameToSrcBlendMode( token );
|
||
|
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing parm for blendFunc in shader '%s'\n", shader.name );
|
||
|
continue;
|
||
|
}
|
||
|
blendDstBits = NameToDstBlendMode( token );
|
||
|
}
|
||
|
|
||
|
// clear depth mask for blended surfaces
|
||
|
if ( !depthMaskExplicit ) {
|
||
|
depthMaskBits = 0;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
//
|
||
|
// rgbGen
|
||
|
//
|
||
|
else if ( !Q_stricmp( token, "rgbGen" ) )
|
||
|
{
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing parameters for rgbGen in shader '%s'\n", shader.name );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( !Q_stricmp( token, "wave" ) )
|
||
|
{
|
||
|
ParseWaveForm( text, &stage->bundle[0].rgbWave );
|
||
|
stage->bundle[0].rgbGen = CGEN_WAVEFORM;
|
||
|
}
|
||
|
else if ( !Q_stricmp( token, "const" ) )
|
||
|
{
|
||
|
vec3_t color;
|
||
|
|
||
|
VectorClear( color );
|
||
|
|
||
|
ParseVector( text, 3, color );
|
||
|
stage->bundle[0].constantColor.rgba[0] = 255 * color[0];
|
||
|
stage->bundle[0].constantColor.rgba[1] = 255 * color[1];
|
||
|
stage->bundle[0].constantColor.rgba[2] = 255 * color[2];
|
||
|
|
||
|
stage->bundle[0].rgbGen = CGEN_CONST;
|
||
|
}
|
||
|
else if ( !Q_stricmp( token, "identity" ) )
|
||
|
{
|
||
|
stage->bundle[0].rgbGen = CGEN_IDENTITY;
|
||
|
}
|
||
|
else if ( !Q_stricmp( token, "identityLighting" ) )
|
||
|
{
|
||
|
stage->bundle[0].rgbGen = CGEN_IDENTITY_LIGHTING;
|
||
|
}
|
||
|
else if ( !Q_stricmp( token, "entity" ) )
|
||
|
{
|
||
|
stage->bundle[0].rgbGen = CGEN_ENTITY;
|
||
|
}
|
||
|
else if ( !Q_stricmp( token, "oneMinusEntity" ) )
|
||
|
{
|
||
|
stage->bundle[0].rgbGen = CGEN_ONE_MINUS_ENTITY;
|
||
|
}
|
||
|
else if ( !Q_stricmp( token, "vertex" ) )
|
||
|
{
|
||
|
stage->bundle[0].rgbGen = CGEN_VERTEX;
|
||
|
if ( stage->bundle[0].alphaGen == AGEN_IDENTITY ) {
|
||
|
stage->bundle[0].alphaGen = AGEN_VERTEX;
|
||
|
}
|
||
|
}
|
||
|
else if ( !Q_stricmp( token, "exactVertex" ) )
|
||
|
{
|
||
|
stage->bundle[0].rgbGen = CGEN_EXACT_VERTEX;
|
||
|
}
|
||
|
else if ( !Q_stricmp( token, "lightingDiffuse" ) )
|
||
|
{
|
||
|
stage->bundle[0].rgbGen = CGEN_LIGHTING_DIFFUSE;
|
||
|
}
|
||
|
else if ( !Q_stricmp( token, "oneMinusVertex" ) )
|
||
|
{
|
||
|
stage->bundle[0].rgbGen = CGEN_ONE_MINUS_VERTEX;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: unknown rgbGen parameter '%s' in shader '%s'\n", token, shader.name );
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
//
|
||
|
// alphaGen
|
||
|
//
|
||
|
else if ( !Q_stricmp( token, "alphaGen" ) )
|
||
|
{
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing parameters for alphaGen in shader '%s'\n", shader.name );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( !Q_stricmp( token, "wave" ) )
|
||
|
{
|
||
|
ParseWaveForm( text, &stage->bundle[0].alphaWave );
|
||
|
stage->bundle[0].alphaGen = AGEN_WAVEFORM;
|
||
|
}
|
||
|
else if ( !Q_stricmp( token, "const" ) )
|
||
|
{
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
stage->bundle[0].constantColor.rgba[3] = 255 * Q_atof( token );
|
||
|
stage->bundle[0].alphaGen = AGEN_CONST;
|
||
|
}
|
||
|
else if ( !Q_stricmp( token, "identity" ) )
|
||
|
{
|
||
|
stage->bundle[0].alphaGen = AGEN_IDENTITY;
|
||
|
}
|
||
|
else if ( !Q_stricmp( token, "entity" ) )
|
||
|
{
|
||
|
stage->bundle[0].alphaGen = AGEN_ENTITY;
|
||
|
}
|
||
|
else if ( !Q_stricmp( token, "oneMinusEntity" ) )
|
||
|
{
|
||
|
stage->bundle[0].alphaGen = AGEN_ONE_MINUS_ENTITY;
|
||
|
}
|
||
|
else if ( !Q_stricmp( token, "vertex" ) )
|
||
|
{
|
||
|
stage->bundle[0].alphaGen = AGEN_VERTEX;
|
||
|
}
|
||
|
else if ( !Q_stricmp( token, "lightingSpecular" ) )
|
||
|
{
|
||
|
stage->bundle[0].alphaGen = AGEN_LIGHTING_SPECULAR;
|
||
|
}
|
||
|
else if ( !Q_stricmp( token, "oneMinusVertex" ) )
|
||
|
{
|
||
|
stage->bundle[0].alphaGen = AGEN_ONE_MINUS_VERTEX;
|
||
|
}
|
||
|
else if ( !Q_stricmp( token, "portal" ) )
|
||
|
{
|
||
|
stage->bundle[0].alphaGen = AGEN_PORTAL;
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 )
|
||
|
{
|
||
|
shader.portalRange = 256;
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing range parameter for alphaGen portal in shader '%s', defaulting to 256\n", shader.name );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
shader.portalRange = Q_atof( token );
|
||
|
|
||
|
if ( shader.portalRange < 0.001f )
|
||
|
shader.portalRangeR = 0.0f;
|
||
|
else
|
||
|
shader.portalRangeR = 1.0f / shader.portalRange;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: unknown alphaGen parameter '%s' in shader '%s'\n", token, shader.name );
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
//
|
||
|
// tcGen <function>
|
||
|
//
|
||
|
else if ( !Q_stricmp(token, "texgen") || !Q_stricmp( token, "tcGen" ) )
|
||
|
{
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing texgen parm in shader '%s'\n", shader.name );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( !Q_stricmp( token, "environment" ) )
|
||
|
{
|
||
|
const char *t = *text;
|
||
|
stage->bundle[0].tcGen = TCGEN_ENVIRONMENT_MAPPED;
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( Q_stricmp( token, "firstPerson" ) == 0 )
|
||
|
{
|
||
|
stage->bundle[0].tcGen = TCGEN_ENVIRONMENT_MAPPED_FP;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
*text = t; // rewind
|
||
|
}
|
||
|
}
|
||
|
else if ( !Q_stricmp( token, "lightmap" ) )
|
||
|
{
|
||
|
stage->bundle[0].tcGen = TCGEN_LIGHTMAP;
|
||
|
}
|
||
|
else if ( !Q_stricmp( token, "texture" ) || !Q_stricmp( token, "base" ) )
|
||
|
{
|
||
|
stage->bundle[0].tcGen = TCGEN_TEXTURE;
|
||
|
}
|
||
|
else if ( !Q_stricmp( token, "vector" ) )
|
||
|
{
|
||
|
ParseVector( text, 3, stage->bundle[0].tcGenVectors[0] );
|
||
|
ParseVector( text, 3, stage->bundle[0].tcGenVectors[1] );
|
||
|
|
||
|
stage->bundle[0].tcGen = TCGEN_VECTOR;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: unknown texgen parm in shader '%s'\n", shader.name );
|
||
|
}
|
||
|
}
|
||
|
//
|
||
|
// tcMod <type> <...>
|
||
|
//
|
||
|
else if ( !Q_stricmp( token, "tcMod" ) )
|
||
|
{
|
||
|
char buffer[1024] = "";
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 )
|
||
|
break;
|
||
|
Q_strcat( buffer, sizeof (buffer), token );
|
||
|
Q_strcat( buffer, sizeof (buffer), " " );
|
||
|
}
|
||
|
|
||
|
ParseTexMod( buffer, stage );
|
||
|
|
||
|
continue;
|
||
|
}
|
||
|
//
|
||
|
// depthmask
|
||
|
//
|
||
|
else if ( !Q_stricmp( token, "depthwrite" ) )
|
||
|
{
|
||
|
depthMaskBits = GLS_DEPTHMASK_TRUE;
|
||
|
depthMaskExplicit = qtrue;
|
||
|
|
||
|
continue;
|
||
|
}
|
||
|
else if ( !Q_stricmp( token, "depthFragment" ) && s_extendedShader )
|
||
|
{
|
||
|
stage->depthFragment = qtrue;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: unknown parameter '%s' in shader '%s'\n", token, shader.name );
|
||
|
return qfalse;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// if cgen isn't explicitly specified, use either identity or identitylighting
|
||
|
//
|
||
|
if ( stage->bundle[0].rgbGen == CGEN_BAD ) {
|
||
|
if ( blendSrcBits == 0 ||
|
||
|
blendSrcBits == GLS_SRCBLEND_ONE ||
|
||
|
blendSrcBits == GLS_SRCBLEND_SRC_ALPHA ) {
|
||
|
stage->bundle[0].rgbGen = CGEN_IDENTITY_LIGHTING;
|
||
|
} else {
|
||
|
stage->bundle[0].rgbGen = CGEN_IDENTITY;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// implicitly assume that a GL_ONE GL_ZERO blend mask disables blending
|
||
|
//
|
||
|
if ( ( blendSrcBits == GLS_SRCBLEND_ONE ) && ( blendDstBits == GLS_DSTBLEND_ZERO ) ) {
|
||
|
blendDstBits = blendSrcBits = 0;
|
||
|
depthMaskBits = GLS_DEPTHMASK_TRUE;
|
||
|
}
|
||
|
|
||
|
// decide which agens we can skip
|
||
|
if ( stage->bundle[0].alphaGen == AGEN_IDENTITY ) {
|
||
|
if ( stage->bundle[0].rgbGen == CGEN_IDENTITY || stage->bundle[0].rgbGen == CGEN_LIGHTING_DIFFUSE ) {
|
||
|
stage->bundle[0].alphaGen = AGEN_SKIP;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( depthMaskExplicit && shader.sort == SS_BAD ) {
|
||
|
// fix decals on q3wcp18 and other maps
|
||
|
if ( blendSrcBits == GLS_SRCBLEND_SRC_ALPHA && blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA /*&& stage->rgbGen == CGEN_VERTEX*/ ) {
|
||
|
if ( stage->bundle[0].alphaGen != AGEN_SKIP ) {
|
||
|
// q3wcp18 @ "textures/ctf_unified/floor_decal_blue" : AGEN_VERTEX, CGEN_VERTEX
|
||
|
depthMaskBits &= ~GLS_DEPTHMASK_TRUE;
|
||
|
} else {
|
||
|
// skip for q3wcp14 jumppads and similar
|
||
|
// q3wcp14 @ "textures/ctf_unified/bounce_blue" : AGEN_SKIP, CGEN_IDENTITY
|
||
|
}
|
||
|
shader.sort = shader.polygonOffset ? SS_DECAL : SS_OPAQUE + 0.01f;
|
||
|
} else if ( blendSrcBits == GLS_SRCBLEND_ZERO && blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_COLOR && stage->bundle[0].rgbGen == CGEN_EXACT_VERTEX ) {
|
||
|
depthMaskBits &= ~GLS_DEPTHMASK_TRUE;
|
||
|
shader.sort = SS_SEE_THROUGH;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// default texture coordinate generation
|
||
|
//
|
||
|
for ( i = 0; i < NUM_TEXTURE_BUNDLES; i++ ) {
|
||
|
if ( stage->bundle[i].tcGen == TCGEN_BAD ) {
|
||
|
if ( stage->bundle[i].lightmap != LIGHTMAP_INDEX_NONE ) {
|
||
|
stage->bundle[i].tcGen = TCGEN_LIGHTMAP;
|
||
|
} else {
|
||
|
stage->bundle[i].tcGen = TCGEN_TEXTURE;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// compute state bits
|
||
|
//
|
||
|
stage->stateBits = depthMaskBits |
|
||
|
blendSrcBits | blendDstBits |
|
||
|
atestBits |
|
||
|
depthFuncBits;
|
||
|
|
||
|
stage->active = qtrue;
|
||
|
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
ParseDeform
|
||
|
|
||
|
deformVertexes wave <spread> <waveform> <base> <amplitude> <phase> <frequency>
|
||
|
deformVertexes normal <frequency> <amplitude>
|
||
|
deformVertexes move <vector> <waveform> <base> <amplitude> <phase> <frequency>
|
||
|
deformVertexes bulge <bulgeWidth> <bulgeHeight> <bulgeSpeed>
|
||
|
deformVertexes projectionShadow
|
||
|
deformVertexes autoSprite
|
||
|
deformVertexes autoSprite2
|
||
|
deformVertexes text[0-7]
|
||
|
===============
|
||
|
*/
|
||
|
static void ParseDeform( const char **text ) {
|
||
|
const char *token;
|
||
|
deformStage_t *ds;
|
||
|
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing deform parm in shader '%s'\n", shader.name );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( shader.numDeforms == MAX_SHADER_DEFORMS ) {
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: MAX_SHADER_DEFORMS in '%s'\n", shader.name );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
ds = &shader.deforms[ shader.numDeforms ];
|
||
|
shader.numDeforms++;
|
||
|
|
||
|
if ( !Q_stricmp( token, "projectionShadow" ) ) {
|
||
|
ds->deformation = DEFORM_PROJECTION_SHADOW;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !Q_stricmp( token, "autosprite" ) ) {
|
||
|
ds->deformation = DEFORM_AUTOSPRITE;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !Q_stricmp( token, "autosprite2" ) ) {
|
||
|
ds->deformation = DEFORM_AUTOSPRITE2;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !Q_stricmpn( token, "text", 4 ) ) {
|
||
|
int n;
|
||
|
|
||
|
n = token[4] - '0';
|
||
|
if ( n < 0 || n > 7 ) {
|
||
|
n = 0;
|
||
|
}
|
||
|
ds->deformation = DEFORM_TEXT0 + n;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !Q_stricmp( token, "bulge" ) ) {
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes bulge parm in shader '%s'\n", shader.name );
|
||
|
return;
|
||
|
}
|
||
|
ds->bulgeWidth = Q_atof( token );
|
||
|
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes bulge parm in shader '%s'\n", shader.name );
|
||
|
return;
|
||
|
}
|
||
|
ds->bulgeHeight = Q_atof( token );
|
||
|
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes bulge parm in shader '%s'\n", shader.name );
|
||
|
return;
|
||
|
}
|
||
|
ds->bulgeSpeed = Q_atof( token );
|
||
|
|
||
|
ds->deformation = DEFORM_BULGE;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !Q_stricmp( token, "wave" ) )
|
||
|
{
|
||
|
float f;
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
f = Q_atof( token );
|
||
|
if ( f != 0.0f )
|
||
|
{
|
||
|
ds->deformationSpread = 1.0f / f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ds->deformationSpread = 100.0f;
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: illegal div value of 0 in deformVertexes command for shader '%s'\n", shader.name );
|
||
|
}
|
||
|
|
||
|
ParseWaveForm( text, &ds->deformationWave );
|
||
|
ds->deformation = DEFORM_WAVE;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !Q_stricmp( token, "normal" ) )
|
||
|
{
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name );
|
||
|
return;
|
||
|
}
|
||
|
ds->deformationWave.amplitude = Q_atof( token );
|
||
|
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name );
|
||
|
return;
|
||
|
}
|
||
|
ds->deformationWave.frequency = Q_atof( token );
|
||
|
|
||
|
ds->deformation = DEFORM_NORMALS;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !Q_stricmp( token, "move" ) ) {
|
||
|
int i;
|
||
|
|
||
|
for ( i = 0 ; i < 3 ; i++ ) {
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 ) {
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing deformVertexes parm in shader '%s'\n", shader.name );
|
||
|
return;
|
||
|
}
|
||
|
ds->moveVector[i] = Q_atof( token );
|
||
|
}
|
||
|
|
||
|
ParseWaveForm( text, &ds->deformationWave );
|
||
|
ds->deformation = DEFORM_MOVE;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: unknown deformVertexes subtype '%s' found in shader '%s'\n", token, shader.name );
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
ParseSkyParms
|
||
|
|
||
|
skyParms <outerbox> <cloudheight> <innerbox>
|
||
|
===============
|
||
|
*/
|
||
|
static void ParseSkyParms( const char **text ) {
|
||
|
const char *token;
|
||
|
static const char *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"};
|
||
|
char pathname[MAX_QPATH];
|
||
|
int i;
|
||
|
imgFlags_t imgFlags = IMGFLAG_MIPMAP | IMGFLAG_PICMIP;
|
||
|
|
||
|
if ( r_neatsky->integer ) {
|
||
|
imgFlags = IMGFLAG_NONE;
|
||
|
}
|
||
|
|
||
|
// outerbox
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 ) {
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: 'skyParms' missing parameter in shader '%s'\n", shader.name );
|
||
|
return;
|
||
|
}
|
||
|
if ( strcmp( token, "-" ) ) {
|
||
|
for (i=0 ; i<6 ; i++) {
|
||
|
Com_sprintf( pathname, sizeof(pathname), "%s_%s.tga"
|
||
|
, token, suf[i] );
|
||
|
shader.sky.outerbox[i] = R_FindImageFile( pathname, imgFlags | IMGFLAG_CLAMPTOEDGE );
|
||
|
|
||
|
if ( !shader.sky.outerbox[i] ) {
|
||
|
shader.sky.outerbox[i] = tr.defaultImage;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// cloudheight
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 ) {
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: 'skyParms' missing parameter in shader '%s'\n", shader.name );
|
||
|
return;
|
||
|
}
|
||
|
shader.sky.cloudHeight = Q_atof( token );
|
||
|
if ( shader.sky.cloudHeight == 0.0 ) {
|
||
|
shader.sky.cloudHeight = 512.0;
|
||
|
}
|
||
|
R_InitSkyTexCoords( shader.sky.cloudHeight );
|
||
|
|
||
|
// innerbox
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 ) {
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: 'skyParms' missing parameter in shader '%s'\n", shader.name );
|
||
|
return;
|
||
|
}
|
||
|
if ( strcmp( token, "-" ) ) {
|
||
|
for (i=0 ; i<6 ; i++) {
|
||
|
Com_sprintf( pathname, sizeof(pathname), "%s_%s.tga"
|
||
|
, token, suf[i] );
|
||
|
shader.sky.innerbox[i] = R_FindImageFile( pathname, imgFlags );
|
||
|
if ( !shader.sky.innerbox[i] ) {
|
||
|
shader.sky.innerbox[i] = tr.defaultImage;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
shader.isSky = qtrue;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
ParseSort
|
||
|
=================
|
||
|
*/
|
||
|
static void ParseSort( const char **text ) {
|
||
|
const char *token;
|
||
|
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 ) {
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing sort parameter in shader '%s'\n", shader.name );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !Q_stricmp( token, "portal" ) ) {
|
||
|
shader.sort = SS_PORTAL;
|
||
|
} else if ( !Q_stricmp( token, "sky" ) ) {
|
||
|
shader.sort = SS_ENVIRONMENT;
|
||
|
} else if ( !Q_stricmp( token, "opaque" ) ) {
|
||
|
shader.sort = SS_OPAQUE;
|
||
|
} else if ( !Q_stricmp( token, "decal" ) ) {
|
||
|
shader.sort = SS_DECAL;
|
||
|
} else if ( !Q_stricmp( token, "seeThrough" ) ) {
|
||
|
shader.sort = SS_SEE_THROUGH;
|
||
|
} else if ( !Q_stricmp( token, "banner" ) ) {
|
||
|
shader.sort = SS_BANNER;
|
||
|
} else if ( !Q_stricmp( token, "additive" ) ) {
|
||
|
shader.sort = SS_BLEND1;
|
||
|
} else if ( !Q_stricmp( token, "nearest" ) ) {
|
||
|
shader.sort = SS_NEAREST;
|
||
|
} else if ( !Q_stricmp( token, "underwater" ) ) {
|
||
|
shader.sort = SS_UNDERWATER;
|
||
|
} else {
|
||
|
shader.sort = Q_atof( token );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// this table is also present in q3map
|
||
|
|
||
|
typedef struct {
|
||
|
const char *name;
|
||
|
int clearSolid, surfaceFlags, contents;
|
||
|
} infoParm_t;
|
||
|
|
||
|
static const infoParm_t infoParms[] = {
|
||
|
// server relevant contents
|
||
|
{"water", 1, 0, CONTENTS_WATER },
|
||
|
{"slime", 1, 0, CONTENTS_SLIME }, // mildly damaging
|
||
|
{"lava", 1, 0, CONTENTS_LAVA }, // very damaging
|
||
|
{"playerclip", 1, 0, CONTENTS_PLAYERCLIP },
|
||
|
{"monsterclip", 1, 0, CONTENTS_MONSTERCLIP },
|
||
|
{"nodrop", 1, 0, CONTENTS_NODROP }, // don't drop items or leave bodies (death fog, lava, etc)
|
||
|
{"nonsolid", 1, SURF_NONSOLID, 0}, // clears the solid flag
|
||
|
|
||
|
// utility relevant attributes
|
||
|
{"origin", 1, 0, CONTENTS_ORIGIN }, // center of rotating brushes
|
||
|
{"trans", 0, 0, CONTENTS_TRANSLUCENT }, // don't eat contained surfaces
|
||
|
{"detail", 0, 0, CONTENTS_DETAIL }, // don't include in structural bsp
|
||
|
{"structural", 0, 0, CONTENTS_STRUCTURAL }, // force into structural bsp even if trans
|
||
|
{"areaportal", 1, 0, CONTENTS_AREAPORTAL }, // divides areas
|
||
|
{"clusterportal", 1,0, CONTENTS_CLUSTERPORTAL }, // for bots
|
||
|
{"donotenter", 1, 0, CONTENTS_DONOTENTER }, // for bots
|
||
|
|
||
|
{"fog", 1, 0, CONTENTS_FOG}, // carves surfaces entering
|
||
|
{"sky", 0, SURF_SKY, 0 }, // emit light from an environment map
|
||
|
{"lightfilter", 0, SURF_LIGHTFILTER, 0 }, // filter light going through it
|
||
|
{"alphashadow", 0, SURF_ALPHASHADOW, 0 }, // test light on a per-pixel basis
|
||
|
{"hint", 0, SURF_HINT, 0 }, // use as a primary splitter
|
||
|
|
||
|
// server attributes
|
||
|
{"slick", 0, SURF_SLICK, 0 },
|
||
|
{"noimpact", 0, SURF_NOIMPACT, 0 }, // don't make impact explosions or marks
|
||
|
{"nomarks", 0, SURF_NOMARKS, 0 }, // don't make impact marks, but still explode
|
||
|
{"ladder", 0, SURF_LADDER, 0 },
|
||
|
{"nodamage", 0, SURF_NODAMAGE, 0 },
|
||
|
{"metalsteps", 0, SURF_METALSTEPS,0 },
|
||
|
{"flesh", 0, SURF_FLESH, 0 },
|
||
|
{"nosteps", 0, SURF_NOSTEPS, 0 },
|
||
|
|
||
|
// drawsurf attributes
|
||
|
{"nodraw", 0, SURF_NODRAW, 0 }, // don't generate a drawsurface (or a lightmap)
|
||
|
{"pointlight", 0, SURF_POINTLIGHT, 0 }, // sample lighting at vertexes
|
||
|
{"nolightmap", 0, SURF_NOLIGHTMAP,0 }, // don't generate a lightmap
|
||
|
{"nodlight", 0, SURF_NODLIGHT, 0 }, // don't ever add dynamic lights
|
||
|
{"dust", 0, SURF_DUST, 0} // leave a dust trail when walking on this surface
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
ParseSurfaceParm
|
||
|
|
||
|
surfaceparm <name>
|
||
|
===============
|
||
|
*/
|
||
|
static void ParseSurfaceParm( const char **text ) {
|
||
|
const char *token;
|
||
|
int numInfoParms = ARRAY_LEN( infoParms );
|
||
|
int i;
|
||
|
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
for ( i = 0 ; i < numInfoParms ; i++ ) {
|
||
|
if ( !Q_stricmp( token, infoParms[i].name ) ) {
|
||
|
shader.surfaceFlags |= infoParms[i].surfaceFlags;
|
||
|
shader.contentFlags |= infoParms[i].contents;
|
||
|
#if 0
|
||
|
if ( infoParms[i].clearSolid ) {
|
||
|
si->contents &= ~CONTENTS_SOLID;
|
||
|
}
|
||
|
#endif
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
typedef enum {
|
||
|
res_invalid = -1,
|
||
|
res_false = 0,
|
||
|
res_true = 1
|
||
|
} resultType;
|
||
|
|
||
|
typedef enum {
|
||
|
brIF,
|
||
|
brELIF,
|
||
|
brELSE
|
||
|
} branchType;
|
||
|
|
||
|
typedef enum {
|
||
|
maskOR,
|
||
|
maskAND
|
||
|
} resultMask;
|
||
|
|
||
|
|
||
|
static void derefVariable( const char *name, char *buf, int size )
|
||
|
{
|
||
|
if ( !Q_stricmp( name, "vid_width" ) ) {
|
||
|
Com_sprintf( buf, size, "%i", glConfig.vidWidth );
|
||
|
return;
|
||
|
}
|
||
|
if ( !Q_stricmp( name, "vid_height" ) ) {
|
||
|
Com_sprintf( buf, size, "%i", glConfig.vidHeight );
|
||
|
return;
|
||
|
}
|
||
|
ri.Cvar_VariableStringBuffer( name, buf, size );
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
ParseCondition
|
||
|
|
||
|
if ( $cvar|<integer value> [<condition> $cvar|<integer value> [ [ || .. ] && .. ] ] )
|
||
|
{ shader stage }
|
||
|
[ else
|
||
|
{ shader stage } ]
|
||
|
===============
|
||
|
*/
|
||
|
static qboolean ParseCondition( const char **text, resultType *res )
|
||
|
{
|
||
|
char lval_str[ MAX_CVAR_VALUE_STRING ];
|
||
|
char rval_str[ MAX_CVAR_VALUE_STRING ];
|
||
|
tokenType_t lval_type;
|
||
|
tokenType_t rval_type;
|
||
|
const char *token;
|
||
|
tokenType_t op;
|
||
|
resultMask rm;
|
||
|
qboolean str;
|
||
|
int r, r0;
|
||
|
|
||
|
r = 0; // resulting value
|
||
|
rm = maskOR; // default mask
|
||
|
|
||
|
for ( ;; )
|
||
|
{
|
||
|
rval_str[0] = '\0';
|
||
|
rval_type = TK_GENEGIC;
|
||
|
|
||
|
// expect l-value at least
|
||
|
token = COM_ParseComplex( text, qfalse );
|
||
|
if ( token[0] == '\0' ) {
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: expecting lvalue for condition in shader %s\n", shader.name );
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
Q_strncpyz( lval_str, token, sizeof( lval_str ) );
|
||
|
lval_type = com_tokentype;
|
||
|
|
||
|
// get operator
|
||
|
token = COM_ParseComplex( text, qfalse );
|
||
|
if ( com_tokentype >= TK_EQ && com_tokentype <= TK_LTE )
|
||
|
{
|
||
|
op = com_tokentype;
|
||
|
|
||
|
// expect r-value
|
||
|
token = COM_ParseComplex( text, qfalse );
|
||
|
if ( token[0] == '\0' ) {
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: expecting rvalue for condition in shader %s\n", shader.name );
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
Q_strncpyz( rval_str, token, sizeof( rval_str ) );
|
||
|
rval_type = com_tokentype;
|
||
|
|
||
|
// read next token, expect '||', '&&' or ')', allow newlines
|
||
|
/*token =*/ COM_ParseComplex( text, qtrue );
|
||
|
}
|
||
|
else if ( com_tokentype == TK_SCOPE_CLOSE || com_tokentype == TK_OR || com_tokentype == TK_AND )
|
||
|
{
|
||
|
// no r-value, assume 'not zero' comparison
|
||
|
op = TK_NEQ;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: unexpected operator '%s' for comparison in shader %s\n", token, shader.name );
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
str = qfalse;
|
||
|
|
||
|
if ( lval_type == TK_QUOTED ) {
|
||
|
str = qtrue;
|
||
|
} else {
|
||
|
// dereference l-value
|
||
|
if ( lval_str[0] == '$' ) {
|
||
|
derefVariable( lval_str + 1, lval_str, sizeof( lval_str ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( rval_type == TK_QUOTED ) {
|
||
|
str = qtrue;
|
||
|
} else {
|
||
|
// dereference r-value
|
||
|
if ( rval_str[0] == '$' ) {
|
||
|
derefVariable( rval_str + 1, rval_str, sizeof( rval_str ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// evaluate expression
|
||
|
if ( str ) {
|
||
|
// string comparison
|
||
|
switch ( op ) {
|
||
|
case TK_EQ: r0 = strcmp( lval_str, rval_str ) == 0; break;
|
||
|
case TK_NEQ: r0 = strcmp( lval_str, rval_str ) != 0; break;
|
||
|
case TK_GT: r0 = strcmp( lval_str, rval_str ) > 0; break;
|
||
|
case TK_GTE: r0 = strcmp( lval_str, rval_str ) >= 0; break;
|
||
|
case TK_LT: r0 = strcmp( lval_str, rval_str ) < 0; break;
|
||
|
case TK_LTE: r0 = strcmp( lval_str, rval_str ) <= 0; break;
|
||
|
default: r0 = 0; break;
|
||
|
}
|
||
|
} else {
|
||
|
// integer comparison
|
||
|
int lval = atoi( lval_str );
|
||
|
int rval = atoi( rval_str );
|
||
|
switch ( op ) {
|
||
|
case TK_EQ: r0 = ( lval == rval ); break;
|
||
|
case TK_NEQ: r0 = ( lval != rval ); break;
|
||
|
case TK_GT: r0 = ( lval > rval ); break;
|
||
|
case TK_GTE: r0 = ( lval >= rval ); break;
|
||
|
case TK_LT: r0 = ( lval < rval ); break;
|
||
|
case TK_LTE: r0 = ( lval <= rval ); break;
|
||
|
default: r0 = 0; break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( rm == maskOR )
|
||
|
r |= r0;
|
||
|
else
|
||
|
r &= r0;
|
||
|
|
||
|
if ( com_tokentype == TK_OR ) {
|
||
|
rm = maskOR;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( com_tokentype == TK_AND ) {
|
||
|
rm = maskAND;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( com_tokentype != TK_SCOPE_CLOSE ) {
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: expecting ')' in shader %s\n", shader.name );
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( res )
|
||
|
*res = r ? res_true : res_false;
|
||
|
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
FinishStage
|
||
|
=================
|
||
|
*/
|
||
|
static void FinishStage( shaderStage_t *stage )
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
if ( r_mergeLightmaps->integer == 0 ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
for ( i = 0; i < ARRAY_LEN( stage->bundle ); i++ ) {
|
||
|
textureBundle_t *bundle = &stage->bundle[i];
|
||
|
// offset lightmap coordinates
|
||
|
if ( bundle->lightmap >= LIGHTMAP_INDEX_OFFSET && bundle->tcGen == TCGEN_LIGHTMAP ) {
|
||
|
texModInfo_t *tmi = &bundle->texMods[bundle->numTexMods];
|
||
|
float x, y;
|
||
|
const int lightmapIndex = R_GetLightmapCoords( bundle->lightmap - LIGHTMAP_INDEX_OFFSET, &x, &y );
|
||
|
bundle->image[0] = tr.lightmaps[lightmapIndex];
|
||
|
tmi->type = TMOD_OFFSET;
|
||
|
tmi->offset[0] = x - tr.lightmapOffset[0];
|
||
|
tmi->offset[1] = y - tr.lightmapOffset[1];
|
||
|
bundle->numTexMods++;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// adjust texture coordinates to map on proper lightmap
|
||
|
if ( bundle->lightmap == LIGHTMAP_INDEX_SHADER && bundle->tcGen != TCGEN_LIGHTMAP ) {
|
||
|
texModInfo_t *tmi = &bundle->texMods[bundle->numTexMods];
|
||
|
tmi->type = TMOD_SCALE_OFFSET;
|
||
|
tmi->scale[0] = tr.lightmapScale[0];
|
||
|
tmi->scale[1] = tr.lightmapScale[1];
|
||
|
tmi->offset[0] = tr.lightmapOffset[0];
|
||
|
tmi->offset[1] = tr.lightmapOffset[1];
|
||
|
bundle->numTexMods++;
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
ParseShader
|
||
|
|
||
|
The current text pointer is at the explicit text definition of the
|
||
|
shader. Parse it into the global shader variable. Later functions
|
||
|
will optimize it.
|
||
|
=================
|
||
|
*/
|
||
|
static qboolean ParseShader( const char **text )
|
||
|
{
|
||
|
resultType res;
|
||
|
branchType branch;
|
||
|
const char *token;
|
||
|
int numStages;
|
||
|
|
||
|
numStages = 0;
|
||
|
|
||
|
s_extendedShader = (*text >= s_extensionOffset);
|
||
|
|
||
|
token = COM_ParseExt( text, qtrue );
|
||
|
if ( token[0] != '{' )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: expecting '{', found '%s' instead in shader '%s'\n", token, shader.name );
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
res = res_invalid;
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
//token = COM_ParseExt( text, qtrue );
|
||
|
token = COM_ParseComplex( text, qtrue );
|
||
|
if ( !token[0] )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: no concluding '}' in shader %s\n", shader.name );
|
||
|
return qfalse;
|
||
|
}
|
||
|
// end of shader definition
|
||
|
if ( token[0] == '}' )
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
// stage definition
|
||
|
else if ( token[0] == '{' )
|
||
|
{
|
||
|
if ( numStages >= MAX_SHADER_STAGES ) {
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: too many stages in shader %s (max is %i)\n", shader.name, MAX_SHADER_STAGES );
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
if ( !ParseStage( &stages[numStages], text ) )
|
||
|
{
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
FinishStage( &stages[numStages] );
|
||
|
numStages++;
|
||
|
continue;
|
||
|
}
|
||
|
// skip stuff that only the QuakeEdRadient needs
|
||
|
else if ( !Q_stricmpn( token, "qer", 3 ) ) {
|
||
|
SkipRestOfLine( text );
|
||
|
continue;
|
||
|
}
|
||
|
// sun parms
|
||
|
else if ( !Q_stricmp( token, "q3map_sun" ) || !Q_stricmp( token, "q3map_sunExt" ) ) {
|
||
|
float a, b;
|
||
|
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
tr.sunLight[0] = Q_atof( token );
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
tr.sunLight[1] = Q_atof( token );
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
tr.sunLight[2] = Q_atof( token );
|
||
|
|
||
|
VectorNormalize( tr.sunLight );
|
||
|
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
a = Q_atof( token );
|
||
|
VectorScale( tr.sunLight, a, tr.sunLight );
|
||
|
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
a = Q_atof( token );
|
||
|
a = a / 180 * M_PI;
|
||
|
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
b = Q_atof( token );
|
||
|
b = b / 180 * M_PI;
|
||
|
|
||
|
tr.sunDirection[0] = cos( a ) * cos( b );
|
||
|
tr.sunDirection[1] = sin( a ) * cos( b );
|
||
|
tr.sunDirection[2] = sin( b );
|
||
|
|
||
|
SkipRestOfLine( text );
|
||
|
continue;
|
||
|
}
|
||
|
else if ( !Q_stricmp( token, "deformVertexes" ) ) {
|
||
|
ParseDeform( text );
|
||
|
continue;
|
||
|
}
|
||
|
else if ( !Q_stricmp( token, "tesssize" ) ) {
|
||
|
SkipRestOfLine( text );
|
||
|
continue;
|
||
|
}
|
||
|
else if ( !Q_stricmp( token, "clampTime" ) ) {
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] ) {
|
||
|
shader.clampTime = Q_atof( token );
|
||
|
}
|
||
|
}
|
||
|
// skip stuff that only the q3map needs
|
||
|
else if ( !Q_stricmpn( token, "q3map", 5 ) ) {
|
||
|
SkipRestOfLine( text );
|
||
|
continue;
|
||
|
}
|
||
|
// skip stuff that only q3map or the server needs
|
||
|
else if ( !Q_stricmp( token, "surfaceParm" ) ) {
|
||
|
ParseSurfaceParm( text );
|
||
|
continue;
|
||
|
}
|
||
|
// no mip maps
|
||
|
else if ( !Q_stricmp( token, "nomipmaps" ) )
|
||
|
{
|
||
|
shader.noMipMaps = 1;
|
||
|
shader.noPicMip = 1;
|
||
|
continue;
|
||
|
}
|
||
|
// no picmip adjustment
|
||
|
else if ( !Q_stricmp( token, "nopicmip" ) )
|
||
|
{
|
||
|
shader.noPicMip = 1;
|
||
|
continue;
|
||
|
}
|
||
|
else if ( !Q_stricmp( token, "novlcollapse" ) && s_extendedShader )
|
||
|
{
|
||
|
shader.noVLcollapse = 1;
|
||
|
continue;
|
||
|
}
|
||
|
// polygonOffset
|
||
|
else if ( !Q_stricmp( token, "polygonOffset" ) )
|
||
|
{
|
||
|
shader.polygonOffset = qtrue;
|
||
|
continue;
|
||
|
}
|
||
|
// entityMergable, allowing sprite surfaces from multiple entities
|
||
|
// to be merged into one batch. This is a savings for smoke
|
||
|
// puffs and blood, but can't be used for anything where the
|
||
|
// shader calcs (not the surface function) reference the entity color or scroll
|
||
|
else if ( !Q_stricmp( token, "entityMergable" ) )
|
||
|
{
|
||
|
shader.entityMergable = qtrue;
|
||
|
continue;
|
||
|
}
|
||
|
// fogParms
|
||
|
else if ( !Q_stricmp( token, "fogParms" ) )
|
||
|
{
|
||
|
if ( !ParseVector( text, 3, shader.fogParms.color ) ) {
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( !token[0] )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing parm for 'fogParms' keyword in shader '%s'\n", shader.name );
|
||
|
continue;
|
||
|
}
|
||
|
shader.fogParms.depthForOpaque = Q_atof( token );
|
||
|
|
||
|
// skip any old gradient directions
|
||
|
SkipRestOfLine( text );
|
||
|
continue;
|
||
|
}
|
||
|
// portal
|
||
|
else if ( !Q_stricmp( token, "portal" ) )
|
||
|
{
|
||
|
shader.sort = SS_PORTAL;
|
||
|
continue;
|
||
|
}
|
||
|
// skyparms <cloudheight> <outerbox> <innerbox>
|
||
|
else if ( !Q_stricmp( token, "skyparms" ) )
|
||
|
{
|
||
|
ParseSkyParms( text );
|
||
|
if ( r_neatsky->integer ) {
|
||
|
shader.noPicMip = 1;
|
||
|
shader.noMipMaps = 1;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
// light <value> determines flaring in q3map, not needed here
|
||
|
else if ( !Q_stricmp(token, "light") )
|
||
|
{
|
||
|
COM_ParseExt( text, qfalse );
|
||
|
continue;
|
||
|
}
|
||
|
// cull <face>
|
||
|
else if ( !Q_stricmp( token, "cull") )
|
||
|
{
|
||
|
token = COM_ParseExt( text, qfalse );
|
||
|
if ( token[0] == 0 )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: missing cull parms in shader '%s'\n", shader.name );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( !Q_stricmp( token, "none" ) || !Q_stricmp( token, "twosided" ) || !Q_stricmp( token, "disable" ) )
|
||
|
{
|
||
|
shader.cullType = CT_TWO_SIDED;
|
||
|
}
|
||
|
else if ( !Q_stricmp( token, "back" ) || !Q_stricmp( token, "backside" ) || !Q_stricmp( token, "backsided" ) )
|
||
|
{
|
||
|
shader.cullType = CT_BACK_SIDED;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: invalid cull parm '%s' in shader '%s'\n", token, shader.name );
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
// sort
|
||
|
else if ( !Q_stricmp( token, "sort" ) )
|
||
|
{
|
||
|
ParseSort( text );
|
||
|
continue;
|
||
|
}
|
||
|
// conditional stage definition
|
||
|
else if ( ( !Q_stricmp( token, "if" ) || !Q_stricmp( token, "else" ) || !Q_stricmp( token, "elif" ) ) && s_extendedShader )
|
||
|
{
|
||
|
if ( Q_stricmp( token, "if" ) == 0 ) {
|
||
|
branch = brIF;
|
||
|
} else {
|
||
|
if ( res == res_invalid ) {
|
||
|
// we don't have any previous 'if' statements
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: unexpected '%s' in '%s'\n", token, shader.name );
|
||
|
return qfalse;
|
||
|
}
|
||
|
if ( Q_stricmp( token, "else" ) == 0 )
|
||
|
branch = brELSE;
|
||
|
else
|
||
|
branch = brELIF;
|
||
|
}
|
||
|
|
||
|
if ( branch != brELSE ) { // we can set/update result
|
||
|
token = COM_ParseComplex( text, qfalse );
|
||
|
if ( com_tokentype != TK_SCOPE_OPEN ) {
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: expecting '(' in '%s'\n", shader.name );
|
||
|
return qfalse;
|
||
|
}
|
||
|
if ( !ParseCondition( text, (branch == brIF || res == res_true) ? &res : NULL ) ) {
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: error parsing condition in '%s'\n", shader.name );
|
||
|
return qfalse;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( res == res_false ) {
|
||
|
// skip next stage or keyword until newline
|
||
|
token = COM_ParseExt( text, qtrue );
|
||
|
if ( token[0] == '{' )
|
||
|
SkipBracedSection( text, 1 /* depth */ );
|
||
|
else
|
||
|
SkipRestOfLine( text );
|
||
|
} else {
|
||
|
// parse next tokens as usual
|
||
|
}
|
||
|
|
||
|
if ( branch == brELSE )
|
||
|
res = res_invalid; // finalize branch
|
||
|
else
|
||
|
res ^= 1; // or toggle for possible "elif" / "else" statements
|
||
|
|
||
|
continue;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: unknown general shader parameter '%s' in '%s'\n", token, shader.name );
|
||
|
return qfalse;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// ignore shaders that don't have any stages, unless it is a sky or fog
|
||
|
//
|
||
|
if ( numStages == 0 && !shader.isSky && !(shader.contentFlags & CONTENTS_FOG ) ) {
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
shader.explicitlyDefined = qtrue;
|
||
|
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
========================================================================================
|
||
|
|
||
|
SHADER OPTIMIZATION AND FOGGING
|
||
|
|
||
|
========================================================================================
|
||
|
*/
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
ComputeStageIteratorFunc
|
||
|
|
||
|
See if we can use on of the simple fastpath stage functions,
|
||
|
otherwise set to the generic stage function
|
||
|
===================
|
||
|
*/
|
||
|
static void ComputeStageIteratorFunc( void )
|
||
|
{
|
||
|
//
|
||
|
// see if this should go into the sky path
|
||
|
//
|
||
|
if ( shader.isSky )
|
||
|
{
|
||
|
shader.optimalStageIteratorFunc = RB_StageIteratorSky;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
shader.optimalStageIteratorFunc = RB_StageIteratorGeneric;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
#define TEST
|
||
|
#define TEST_A
|
||
|
|
||
|
typedef struct {
|
||
|
int blendA;
|
||
|
int blendB;
|
||
|
|
||
|
int multitextureEnv;
|
||
|
int multitextureBlend;
|
||
|
} collapse_t;
|
||
|
|
||
|
static collapse_t collapse[] = {
|
||
|
{ 0, GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO,
|
||
|
GL_MODULATE, 0 },
|
||
|
|
||
|
{ 0, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR,
|
||
|
GL_MODULATE, 0 },
|
||
|
|
||
|
{ GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR,
|
||
|
GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR },
|
||
|
|
||
|
{ GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR,
|
||
|
GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR },
|
||
|
|
||
|
{ GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR, GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO,
|
||
|
GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR },
|
||
|
|
||
|
{ GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO, GLS_DSTBLEND_SRC_COLOR | GLS_SRCBLEND_ZERO,
|
||
|
GL_MODULATE, GLS_DSTBLEND_ZERO | GLS_SRCBLEND_DST_COLOR },
|
||
|
|
||
|
{ 0, GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE,
|
||
|
GL_ADD, 0 },
|
||
|
|
||
|
{ GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE, GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE,
|
||
|
GL_ADD, GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE },
|
||
|
|
||
|
{ GLS_DSTBLEND_ONE | GLS_SRCBLEND_SRC_ALPHA, GLS_DSTBLEND_ONE | GLS_SRCBLEND_SRC_ALPHA,
|
||
|
GL_BLEND_ALPHA, GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE},
|
||
|
|
||
|
{ GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA, GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA,
|
||
|
GL_BLEND_ONE_MINUS_ALPHA, GLS_DSTBLEND_ONE | GLS_SRCBLEND_ONE},
|
||
|
|
||
|
{ 0, GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_SRCBLEND_SRC_ALPHA,
|
||
|
GL_BLEND_MIX_ALPHA, 0},
|
||
|
|
||
|
{ 0, GLS_DSTBLEND_SRC_ALPHA | GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA,
|
||
|
GL_BLEND_MIX_ONE_MINUS_ALPHA, 0},
|
||
|
|
||
|
{ 0, GLS_DSTBLEND_SRC_ALPHA | GLS_SRCBLEND_DST_COLOR,
|
||
|
GL_BLEND_DST_COLOR_SRC_ALPHA, 0},
|
||
|
|
||
|
#if 0
|
||
|
{ 0, GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_SRCBLEND_SRC_ALPHA,
|
||
|
GL_DECAL, 0 },
|
||
|
#endif
|
||
|
{ -1 }
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
CollapseMultitexture
|
||
|
|
||
|
Attempt to combine two stages into a single multitexture stage
|
||
|
FIXME: I think modulated add + modulated add collapses incorrectly
|
||
|
=================
|
||
|
*/
|
||
|
static int CollapseMultitexture( unsigned int st0bits, shaderStage_t *st0, shaderStage_t *st1, int num_stages ) {
|
||
|
int abits, bbits;
|
||
|
int i, mtEnv;
|
||
|
textureBundle_t tmpBundle;
|
||
|
qboolean nonIdenticalColors;
|
||
|
qboolean swapLightmap;
|
||
|
|
||
|
#ifndef USE_VULKAN
|
||
|
if ( !qglActiveTextureARB ) {
|
||
|
return 0;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
// make sure both stages are active
|
||
|
if ( !st0->active || !st1->active ) {
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
if ( st0->depthFragment || (st0->stateBits & GLS_ATEST_BITS) ) {
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
#ifndef USE_VULKAN
|
||
|
// on voodoo2, don't combine different tmus
|
||
|
if ( glConfig.driverType == GLDRV_VOODOO ) {
|
||
|
if ( st0->bundle[0].image[0]->TMU ==
|
||
|
st1->bundle[0].image[0]->TMU ) {
|
||
|
return 0;
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
abits = st0bits; // st0->stateBits;
|
||
|
bbits = st1->stateBits;
|
||
|
|
||
|
// make sure that both stages have identical state other than blend modes
|
||
|
if ( ( abits & ~( GLS_BLEND_BITS | GLS_DEPTHMASK_TRUE ) ) !=
|
||
|
( bbits & ~( GLS_BLEND_BITS | GLS_DEPTHMASK_TRUE ) ) ) {
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
abits &= GLS_BLEND_BITS;
|
||
|
bbits &= GLS_BLEND_BITS;
|
||
|
|
||
|
// search for a valid multitexture blend function
|
||
|
for ( i = 0; collapse[i].blendA != -1 ; i++ ) {
|
||
|
if ( abits == collapse[i].blendA && bbits == collapse[i].blendB ) {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// nothing found
|
||
|
if ( collapse[i].blendA == -1 ) {
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
mtEnv = collapse[i].multitextureEnv;
|
||
|
|
||
|
#ifdef USE_VULKAN
|
||
|
if ( mtEnv == GL_ADD && st0->bundle[0].rgbGen != CGEN_IDENTITY ) {
|
||
|
mtEnv = GL_ADD_NONIDENTITY;
|
||
|
}
|
||
|
|
||
|
if ( st0->mtEnv && st0->mtEnv != mtEnv ) {
|
||
|
// we don't support different blend modes in 3x mode, yet
|
||
|
return 0;
|
||
|
}
|
||
|
#else
|
||
|
// GL_ADD is a separate extension
|
||
|
if ( mtEnv == GL_ADD && !glConfig.textureEnvAddAvailable ) {
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
// an add collapse can only have identity colors
|
||
|
if ( mtEnv == GL_ADD && st0->rgbGen != CGEN_IDENTITY ) {
|
||
|
return 0;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
nonIdenticalColors = qfalse;
|
||
|
|
||
|
// make sure waveforms have identical parameters
|
||
|
if ( ( st0->bundle[0].rgbGen != st1->bundle[0].rgbGen ) || ( st0->bundle[0].alphaGen != st1->bundle[0].alphaGen ) )
|
||
|
{
|
||
|
nonIdenticalColors = qtrue;
|
||
|
}
|
||
|
|
||
|
if ( st0->bundle[0].rgbGen == CGEN_WAVEFORM )
|
||
|
{
|
||
|
if ( memcmp( &st0->bundle[0].rgbWave, &st1->bundle[0].rgbWave, sizeof( stages[0].bundle[0].rgbWave ) ) )
|
||
|
{
|
||
|
nonIdenticalColors = qtrue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( st0->bundle[0].alphaGen == AGEN_WAVEFORM )
|
||
|
{
|
||
|
if ( memcmp( &st0->bundle[0].alphaWave, &st1->bundle[0].alphaWave, sizeof( stages[0].bundle[0].alphaWave ) ) )
|
||
|
{
|
||
|
nonIdenticalColors = qtrue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( nonIdenticalColors )
|
||
|
{
|
||
|
#ifdef USE_VULKAN
|
||
|
switch ( mtEnv )
|
||
|
{
|
||
|
case GL_ADD:
|
||
|
case GL_ADD_NONIDENTITY: mtEnv = GL_BLEND_ADD; break;
|
||
|
case GL_MODULATE: mtEnv = GL_BLEND_MODULATE; break;
|
||
|
}
|
||
|
#else
|
||
|
return 0;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
switch ( mtEnv ) {
|
||
|
case GL_MODULATE:
|
||
|
case GL_ADD:
|
||
|
swapLightmap = qtrue;
|
||
|
break;
|
||
|
default:
|
||
|
swapLightmap = qfalse;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// make sure that lightmaps are in bundle 1
|
||
|
if ( swapLightmap && st0->bundle[0].lightmap != LIGHTMAP_INDEX_NONE && !st0->mtEnv )
|
||
|
{
|
||
|
tmpBundle = st0->bundle[0];
|
||
|
st0->bundle[0] = st1->bundle[0];
|
||
|
st0->bundle[1] = tmpBundle;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
#ifdef USE_VULKAN
|
||
|
if ( st0->mtEnv )
|
||
|
st0->bundle[2] = st1->bundle[0]; // add to third bundle
|
||
|
else
|
||
|
#endif
|
||
|
st0->bundle[1] = st1->bundle[0];
|
||
|
}
|
||
|
|
||
|
#ifdef USE_VULKAN
|
||
|
if ( st0->mtEnv )
|
||
|
{
|
||
|
st0->mtEnv3 = mtEnv;
|
||
|
}
|
||
|
else
|
||
|
#endif
|
||
|
{
|
||
|
// set the new blend state bits
|
||
|
st0->stateBits &= ~GLS_BLEND_BITS;
|
||
|
st0->stateBits |= collapse[i].multitextureBlend;
|
||
|
|
||
|
st0->mtEnv = mtEnv;
|
||
|
shader.multitextureEnv = qtrue;
|
||
|
}
|
||
|
|
||
|
st0->numTexBundles++;
|
||
|
|
||
|
//
|
||
|
// move down subsequent shaders
|
||
|
//
|
||
|
if ( num_stages > 2 )
|
||
|
{
|
||
|
memmove( st1, st1+1, sizeof( stages[0] ) * ( num_stages - 2 ) );
|
||
|
}
|
||
|
|
||
|
Com_Memset( st0 + num_stages - 1, 0, sizeof( stages[0] ) );
|
||
|
|
||
|
#ifdef USE_VULKAN
|
||
|
if ( vk.maxBoundDescriptorSets >= 8 && num_stages >= 3 && !st0->mtEnv3 )
|
||
|
{
|
||
|
if ( mtEnv == GL_BLEND_ONE_MINUS_ALPHA || mtEnv == GL_BLEND_ALPHA || mtEnv == GL_BLEND_MIX_ALPHA || mtEnv == GL_BLEND_MIX_ONE_MINUS_ALPHA || mtEnv == GL_BLEND_DST_COLOR_SRC_ALPHA )
|
||
|
{
|
||
|
// pass original state bits so recursive detection will work for these shaders
|
||
|
return 1 + CollapseMultitexture( st0bits, st0, st1, num_stages - 1 );
|
||
|
}
|
||
|
if ( abits == 0 )
|
||
|
{
|
||
|
return 1 + CollapseMultitexture( st0->stateBits, st0, st1, num_stages - 1 );
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
|
||
|
#ifdef USE_PMLIGHT
|
||
|
|
||
|
static int tcmodWeight( const textureBundle_t *bundle )
|
||
|
{
|
||
|
if ( bundle->numTexMods == 0 )
|
||
|
return 1;
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
|
||
|
static int rgbWeight( const textureBundle_t *bundle ) {
|
||
|
|
||
|
switch ( bundle->rgbGen ) {
|
||
|
case CGEN_EXACT_VERTEX: return 3;
|
||
|
case CGEN_VERTEX: return 3;
|
||
|
case CGEN_ENTITY: return 2;
|
||
|
case CGEN_ONE_MINUS_ENTITY: return 2;
|
||
|
case CGEN_CONST: return 1;
|
||
|
default: return 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static const textureBundle_t *lightingBundle( int stageIndex, const textureBundle_t *selected ) {
|
||
|
const shaderStage_t *stage = &stages[ stageIndex ];
|
||
|
int i;
|
||
|
|
||
|
for ( i = 0; i < stage->numTexBundles; i++ ) {
|
||
|
const textureBundle_t *bundle = &stage->bundle[ i ];
|
||
|
if ( bundle->lightmap != LIGHTMAP_INDEX_NONE ) {
|
||
|
continue;
|
||
|
}
|
||
|
if ( bundle->image[0] == tr.whiteImage ) {
|
||
|
continue;
|
||
|
}
|
||
|
if ( bundle->tcGen != TCGEN_TEXTURE ) {
|
||
|
continue;
|
||
|
}
|
||
|
if ( selected ) {
|
||
|
if ( bundle->rgbGen == CGEN_IDENTITY && ( stage->stateBits & GLS_BLEND_BITS ) == ( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO ) ) {
|
||
|
// fix for q3wcp17' textures/scanctf2/bounce_white and others
|
||
|
continue;
|
||
|
}
|
||
|
if ( tcmodWeight( selected ) > tcmodWeight( bundle ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
if ( rgbWeight( selected ) > rgbWeight( bundle ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
shader.lightingStage = stageIndex;
|
||
|
shader.lightingBundle = i;
|
||
|
selected = bundle;
|
||
|
}
|
||
|
|
||
|
return selected;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
====================
|
||
|
FindLightingStages
|
||
|
|
||
|
Find proper stage for dlight pass
|
||
|
====================
|
||
|
*/
|
||
|
static void FindLightingStages( void )
|
||
|
{
|
||
|
const shaderStage_t *st;
|
||
|
const textureBundle_t *bundle;
|
||
|
int i;
|
||
|
|
||
|
shader.lightingStage = -1;
|
||
|
shader.lightingBundle = 0;
|
||
|
|
||
|
if ( shader.isSky || ( shader.surfaceFlags & (SURF_NODLIGHT | SURF_SKY) ) || shader.sort == SS_ENVIRONMENT || shader.sort >= SS_FOG )
|
||
|
return;
|
||
|
|
||
|
bundle = NULL;
|
||
|
for ( i = 0; i < shader.numUnfoggedPasses; i++ ) {
|
||
|
st = &stages[ i ];
|
||
|
if ( !st->active )
|
||
|
break;
|
||
|
if ( st->isDetail && shader.lightingStage >= 0 )
|
||
|
continue;
|
||
|
if ( ( st->stateBits & GLS_BLEND_BITS ) == ( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE ) ) {
|
||
|
if ( bundle && bundle->numTexMods ) {
|
||
|
// already selected bundle has somewhat non-static tcgen
|
||
|
// so we may accept this stage
|
||
|
// this fixes jumppads on lun3dm5
|
||
|
} else {
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
bundle = lightingBundle( i, bundle );
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
FixRenderCommandList
|
||
|
https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=493
|
||
|
Arnout: this is a nasty issue. Shaders can be registered after drawsurfaces are generated
|
||
|
but before the frame is rendered. This will, for the duration of one frame, cause drawsurfaces
|
||
|
to be rendered with bad shaders. To fix this, need to go through all render commands and fix
|
||
|
sortedIndex.
|
||
|
==============
|
||
|
*/
|
||
|
static void FixRenderCommandList( int newShader ) {
|
||
|
renderCommandList_t *cmdList = &backEndData->commands;
|
||
|
|
||
|
if ( cmdList ) {
|
||
|
const void *curCmd = cmdList->cmds;
|
||
|
|
||
|
*( (int *)( cmdList->cmds + cmdList->used ) ) = RC_END_OF_LIST;
|
||
|
|
||
|
while ( 1 ) {
|
||
|
curCmd = PADP(curCmd, sizeof(void *));
|
||
|
|
||
|
switch ( *(const int *)curCmd ) {
|
||
|
case RC_SET_COLOR:
|
||
|
{
|
||
|
const setColorCommand_t *sc_cmd = (const setColorCommand_t *)curCmd;
|
||
|
curCmd = (const void *)(sc_cmd + 1);
|
||
|
break;
|
||
|
}
|
||
|
case RC_STRETCH_PIC:
|
||
|
{
|
||
|
const stretchPicCommand_t *sp_cmd = (const stretchPicCommand_t *)curCmd;
|
||
|
curCmd = (const void *)(sp_cmd + 1);
|
||
|
break;
|
||
|
}
|
||
|
case RC_DRAW_SURFS:
|
||
|
{
|
||
|
int i;
|
||
|
drawSurf_t *drawSurf;
|
||
|
shader_t *sh;
|
||
|
int fogNum;
|
||
|
int entityNum;
|
||
|
int dlightMap;
|
||
|
int sortedIndex;
|
||
|
const drawSurfsCommand_t *ds_cmd = (const drawSurfsCommand_t *)curCmd;
|
||
|
|
||
|
for ( i = 0, drawSurf = ds_cmd->drawSurfs; i < ds_cmd->numDrawSurfs; i++, drawSurf++ ) {
|
||
|
R_DecomposeSort( drawSurf->sort, &entityNum, &sh, &fogNum, &dlightMap );
|
||
|
sortedIndex = (( drawSurf->sort >> QSORT_SHADERNUM_SHIFT ) & SHADERNUM_MASK);
|
||
|
if ( sortedIndex >= newShader ) {
|
||
|
sortedIndex = sh->sortedIndex;
|
||
|
drawSurf->sort = (sortedIndex << QSORT_SHADERNUM_SHIFT) | (entityNum << QSORT_REFENTITYNUM_SHIFT) | ( fogNum << QSORT_FOGNUM_SHIFT ) | (int)dlightMap;
|
||
|
}
|
||
|
}
|
||
|
curCmd = (const void *)(ds_cmd + 1);
|
||
|
break;
|
||
|
}
|
||
|
case RC_DRAW_BUFFER:
|
||
|
{
|
||
|
const drawBufferCommand_t *db_cmd = (const drawBufferCommand_t *)curCmd;
|
||
|
curCmd = (const void *)(db_cmd + 1);
|
||
|
break;
|
||
|
}
|
||
|
case RC_SWAP_BUFFERS:
|
||
|
{
|
||
|
const swapBuffersCommand_t *sb_cmd = (const swapBuffersCommand_t *)curCmd;
|
||
|
curCmd = (const void *)(sb_cmd + 1);
|
||
|
break;
|
||
|
}
|
||
|
case RC_FINISHBLOOM:
|
||
|
{
|
||
|
const finishBloomCommand_t *fb_cmd = (const finishBloomCommand_t *)curCmd;
|
||
|
curCmd = (const void *)(fb_cmd + 1);
|
||
|
break;
|
||
|
}
|
||
|
case RC_COLORMASK:
|
||
|
{
|
||
|
const colorMaskCommand_t *cm_cmd = (const colorMaskCommand_t *)curCmd;
|
||
|
curCmd = (const void *)(cm_cmd + 1);
|
||
|
break;
|
||
|
}
|
||
|
case RC_CLEARDEPTH:
|
||
|
{
|
||
|
const clearDepthCommand_t *cd_cmd = (const clearDepthCommand_t *)curCmd;
|
||
|
curCmd = (const void *)(cd_cmd + 1);
|
||
|
break;
|
||
|
}
|
||
|
case RC_CLEARCOLOR:
|
||
|
{
|
||
|
const clearColorCommand_t *cc_cmd = (const clearColorCommand_t *)curCmd;
|
||
|
curCmd = (const void *)(cc_cmd + 1);
|
||
|
break;
|
||
|
}
|
||
|
case RC_END_OF_LIST:
|
||
|
default:
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
static qboolean EqualACgen( const shaderStage_t *st1, const shaderStage_t *st2 )
|
||
|
{
|
||
|
if ( st1 == NULL || st2 == NULL ) {
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
if ( st1->bundle[0].adjustColorsForFog != st2->bundle[0].adjustColorsForFog ) {
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
|
||
|
static qboolean EqualRGBgen( const shaderStage_t *st1, const shaderStage_t *st2 )
|
||
|
{
|
||
|
if ( st1 == NULL || st2 == NULL ) {
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
if ( st1->bundle[0].rgbGen != st2->bundle[0].rgbGen || st1->active != st2->active ) {
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
if ( st1->bundle[0].rgbGen == CGEN_CONST ) {
|
||
|
if ( st1->bundle[0].constantColor.u32 != st2->bundle[0].constantColor.u32 ) {
|
||
|
return qfalse;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( st1->bundle[0].rgbGen == CGEN_WAVEFORM ) {
|
||
|
if ( memcmp( &st1->bundle[0].rgbWave, &st2->bundle[0].rgbWave, sizeof( st1->bundle[0].rgbWave ) ) != 0 ) {
|
||
|
return qfalse;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( st1->bundle[0].alphaGen != st2->bundle[0].alphaGen ) {
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
if ( st1->bundle[0].alphaGen == AGEN_CONST ) {
|
||
|
if ( st1->bundle[0].rgbGen != CGEN_CONST ) {
|
||
|
if ( st1->bundle[0].constantColor.rgba[3] != st2->bundle[0].constantColor.rgba[3] ) {
|
||
|
return qfalse;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( st1->bundle[0].alphaGen == AGEN_WAVEFORM ) {
|
||
|
if ( memcmp( &st1->bundle[0].alphaWave, &st2->bundle[0].alphaWave, sizeof( st1->bundle[0].alphaWave ) ) != 0 ) {
|
||
|
return qfalse;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
|
||
|
static qboolean EqualTCgen( int bundle, const shaderStage_t *st1, const shaderStage_t *st2 )
|
||
|
{
|
||
|
const textureBundle_t *b1, *b2;
|
||
|
int tm;
|
||
|
|
||
|
if ( st1 == NULL || st2 == NULL )
|
||
|
return qfalse;
|
||
|
|
||
|
if ( st1->active != st2->active )
|
||
|
return qfalse;
|
||
|
|
||
|
b1 = &st1->bundle[ bundle ];
|
||
|
b2 = &st2->bundle[ bundle ];
|
||
|
|
||
|
if ( b1->tcGen != b2->tcGen ) {
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
if ( b1->tcGen == TCGEN_VECTOR ) {
|
||
|
if ( memcmp( b1->tcGenVectors, b2->tcGenVectors, sizeof( b1->tcGenVectors ) ) != 0 ) {
|
||
|
return qfalse;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//if ( b1->tcGen == TCGEN_ENVIRONMENT_MAPPED_FP ) {
|
||
|
// if ( b1->isScreenMap != b2->isScreenMap ) {
|
||
|
// return qfalse;
|
||
|
// }
|
||
|
//}
|
||
|
|
||
|
//if ( b1->tcGen != TCGEN_LIGHTMAP && b1->lightmap != b2->lightmap && r_mergeLightmaps->integer ) {
|
||
|
// return qfalse;
|
||
|
//}
|
||
|
|
||
|
if ( b1->numTexMods != b2->numTexMods ) {
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
for ( tm = 0; tm < b1->numTexMods; tm++ ) {
|
||
|
const texModInfo_t *tm1 = &b1->texMods[ tm ];
|
||
|
const texModInfo_t *tm2 = &b2->texMods[ tm ];
|
||
|
|
||
|
if ( tm1->type != tm2->type ) {
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
if ( tm1->type == TMOD_TURBULENT || tm1->type == TMOD_STRETCH ) {
|
||
|
if ( memcmp( &tm1->wave, &tm2->wave, sizeof( tm1->wave ) ) != 0 ) {
|
||
|
return qfalse;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( tm1->type == TMOD_SCROLL ) {
|
||
|
if ( memcmp( tm1->scroll, tm2->scroll, sizeof( tm1->scroll ) ) != 0 ) {
|
||
|
return qfalse;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( tm1->type == TMOD_SCALE ) {
|
||
|
if ( memcmp( tm1->scale, tm2->scale, sizeof( tm1->scale ) ) != 0 ) {
|
||
|
return qfalse;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( tm1->type == TMOD_OFFSET ) {
|
||
|
if ( memcmp( tm1->offset, tm2->offset, sizeof( tm1->offset ) ) != 0 ) {
|
||
|
return qfalse;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( tm1->type == TMOD_SCALE_OFFSET ) {
|
||
|
if ( memcmp( tm1->scale, tm2->scale, sizeof( tm1->scale ) ) != 0 ) {
|
||
|
return qfalse;
|
||
|
}
|
||
|
if ( memcmp( tm1->offset, tm2->offset, sizeof( tm1->offset ) ) != 0 ) {
|
||
|
return qfalse;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( tm1->type == TMOD_TRANSFORM ) {
|
||
|
if ( memcmp( tm1->matrix, tm2->matrix, sizeof( tm1->matrix ) ) != 0 ) {
|
||
|
return qfalse;
|
||
|
}
|
||
|
if ( memcmp( tm1->translate, tm2->translate, sizeof( tm1->translate ) ) != 0 ) {
|
||
|
return qfalse;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( tm1->type == TMOD_ROTATE && tm1->rotateSpeed != tm2->rotateSpeed ) {
|
||
|
return qfalse;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return qtrue;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
SortNewShader
|
||
|
|
||
|
Positions the most recently created shader in the tr.sortedShaders[]
|
||
|
array so that the shader->sort key is sorted relative to the other
|
||
|
shaders.
|
||
|
|
||
|
Sets shader->sortedIndex
|
||
|
==============
|
||
|
*/
|
||
|
static void SortNewShader( void ) {
|
||
|
int i;
|
||
|
float sort;
|
||
|
shader_t *newShader;
|
||
|
|
||
|
newShader = tr.shaders[ tr.numShaders - 1 ];
|
||
|
sort = newShader->sort;
|
||
|
|
||
|
for ( i = tr.numShaders - 2 ; i >= 0 ; i-- ) {
|
||
|
if ( tr.sortedShaders[ i ]->sort <= sort ) {
|
||
|
break;
|
||
|
}
|
||
|
tr.sortedShaders[i+1] = tr.sortedShaders[i];
|
||
|
tr.sortedShaders[i+1]->sortedIndex++;
|
||
|
}
|
||
|
|
||
|
// Arnout: fix rendercommandlist
|
||
|
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=493
|
||
|
FixRenderCommandList( i+1 );
|
||
|
|
||
|
newShader->sortedIndex = i+1;
|
||
|
tr.sortedShaders[i+1] = newShader;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
====================
|
||
|
GeneratePermanentShader
|
||
|
====================
|
||
|
*/
|
||
|
static shader_t *GeneratePermanentShader( void ) {
|
||
|
shader_t *newShader;
|
||
|
int i, b;
|
||
|
int size, hash;
|
||
|
|
||
|
if ( tr.numShaders >= MAX_SHADERS ) {
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: GeneratePermanentShader - MAX_SHADERS hit\n");
|
||
|
return tr.defaultShader;
|
||
|
}
|
||
|
|
||
|
newShader = ri.Hunk_Alloc( sizeof( shader_t ), h_low );
|
||
|
|
||
|
*newShader = shader;
|
||
|
|
||
|
tr.shaders[ tr.numShaders ] = newShader;
|
||
|
newShader->index = tr.numShaders;
|
||
|
|
||
|
tr.sortedShaders[ tr.numShaders ] = newShader;
|
||
|
newShader->sortedIndex = tr.numShaders;
|
||
|
|
||
|
tr.numShaders++;
|
||
|
|
||
|
for ( i = 0 ; i < newShader->numUnfoggedPasses ; i++ ) {
|
||
|
if ( !stages[i].active ) {
|
||
|
break;
|
||
|
}
|
||
|
newShader->stages[i] = ri.Hunk_Alloc( sizeof( stages[i] ), h_low );
|
||
|
*newShader->stages[i] = stages[i];
|
||
|
|
||
|
for ( b = 0 ; b < NUM_TEXTURE_BUNDLES ; b++ ) {
|
||
|
size = newShader->stages[i]->bundle[b].numTexMods * sizeof( texModInfo_t );
|
||
|
if ( size ) {
|
||
|
newShader->stages[i]->bundle[b].texMods = ri.Hunk_Alloc( size, h_low );
|
||
|
Com_Memcpy( newShader->stages[i]->bundle[b].texMods, stages[i].bundle[b].texMods, size );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SortNewShader();
|
||
|
|
||
|
hash = generateHashValue(newShader->name, FILE_HASH_SIZE);
|
||
|
newShader->next = hashTable[hash];
|
||
|
hashTable[hash] = newShader;
|
||
|
|
||
|
return newShader;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
VertexLightingCollapse
|
||
|
|
||
|
If vertex lighting is enabled, only render a single
|
||
|
pass, trying to guess which is the correct one to best approximate
|
||
|
what it is supposed to look like.
|
||
|
=================
|
||
|
*/
|
||
|
static void VertexLightingCollapse( void ) {
|
||
|
int stage;
|
||
|
shaderStage_t *bestStage;
|
||
|
int bestImageRank;
|
||
|
int rank;
|
||
|
qboolean vertexColors;
|
||
|
|
||
|
// if we aren't opaque, just use the first pass
|
||
|
if ( shader.sort == SS_OPAQUE ) {
|
||
|
|
||
|
// pick the best texture for the single pass
|
||
|
bestStage = &stages[0];
|
||
|
bestImageRank = -999999;
|
||
|
vertexColors = qfalse;
|
||
|
|
||
|
for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ ) {
|
||
|
shaderStage_t *pStage = &stages[stage];
|
||
|
|
||
|
if ( !pStage->active ) {
|
||
|
break;
|
||
|
}
|
||
|
rank = 0;
|
||
|
|
||
|
if ( pStage->bundle[0].lightmap != LIGHTMAP_INDEX_NONE ) {
|
||
|
rank -= 100;
|
||
|
}
|
||
|
if ( pStage->bundle[0].tcGen != TCGEN_TEXTURE ) {
|
||
|
rank -= 5;
|
||
|
}
|
||
|
if ( pStage->bundle[0].numTexMods ) {
|
||
|
rank -= 5;
|
||
|
}
|
||
|
if ( pStage->bundle[0].rgbGen != CGEN_IDENTITY && pStage->bundle[0].rgbGen != CGEN_IDENTITY_LIGHTING ) {
|
||
|
rank -= 3;
|
||
|
}
|
||
|
|
||
|
if ( rank > bestImageRank ) {
|
||
|
bestImageRank = rank;
|
||
|
bestStage = pStage;
|
||
|
}
|
||
|
|
||
|
// detect missing vertex colors on ojfc-17 for green/dark pink flags
|
||
|
if ( pStage->bundle[0].rgbGen != CGEN_IDENTITY || pStage->bundle[0].tcGen == TCGEN_LIGHTMAP || pStage->stateBits & GLS_ATEST_BITS ) {
|
||
|
vertexColors = qtrue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
stages[0].bundle[0] = bestStage->bundle[0];
|
||
|
stages[0].stateBits &= ~( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS );
|
||
|
stages[0].stateBits |= GLS_DEPTHMASK_TRUE;
|
||
|
if ( shader.lightmapIndex == LIGHTMAP_NONE ) {
|
||
|
stages[0].bundle[0].rgbGen = CGEN_LIGHTING_DIFFUSE;
|
||
|
} else {
|
||
|
if ( vertexColors ) {
|
||
|
stages[0].bundle[0].rgbGen = CGEN_EXACT_VERTEX;
|
||
|
} else {
|
||
|
stages[0].bundle[0].rgbGen = CGEN_IDENTITY_LIGHTING;
|
||
|
}
|
||
|
}
|
||
|
stages[0].bundle[0].alphaGen = AGEN_SKIP;
|
||
|
} else {
|
||
|
// don't use a lightmap (tesla coils)
|
||
|
if ( stages[0].bundle[0].lightmap != LIGHTMAP_INDEX_NONE ) {
|
||
|
stages[0] = stages[1];
|
||
|
}
|
||
|
|
||
|
// if we were in a cross-fade cgen, hack it to normal
|
||
|
if ( stages[0].bundle[0].rgbGen == CGEN_ONE_MINUS_ENTITY || stages[1].bundle[0].rgbGen == CGEN_ONE_MINUS_ENTITY ) {
|
||
|
stages[0].bundle[0].rgbGen = CGEN_IDENTITY_LIGHTING;
|
||
|
}
|
||
|
if ( ( stages[0].bundle[0].rgbGen == CGEN_WAVEFORM && stages[0].bundle[0].rgbWave.func == GF_SAWTOOTH )
|
||
|
&& ( stages[1].bundle[0].rgbGen == CGEN_WAVEFORM && stages[1].bundle[0].rgbWave.func == GF_INVERSE_SAWTOOTH ) ) {
|
||
|
stages[0].bundle[0].rgbGen = CGEN_IDENTITY_LIGHTING;
|
||
|
}
|
||
|
if ( ( stages[0].bundle[0].rgbGen == CGEN_WAVEFORM && stages[0].bundle[0].rgbWave.func == GF_INVERSE_SAWTOOTH )
|
||
|
&& ( stages[1].bundle[0].rgbGen == CGEN_WAVEFORM && stages[1].bundle[0].rgbWave.func == GF_SAWTOOTH ) ) {
|
||
|
stages[0].bundle[0].rgbGen = CGEN_IDENTITY_LIGHTING;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for ( stage = 1; stage < MAX_SHADER_STAGES; stage++ ) {
|
||
|
shaderStage_t *pStage = &stages[stage];
|
||
|
|
||
|
if ( !pStage->active ) {
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
Com_Memset( pStage, 0, sizeof( *pStage ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
InitShader
|
||
|
===============
|
||
|
*/
|
||
|
static void InitShader( const char *name, int lightmapIndex ) {
|
||
|
int i;
|
||
|
|
||
|
// clear the global shader
|
||
|
Com_Memset( &shader, 0, sizeof( shader ) );
|
||
|
Com_Memset( &stages, 0, sizeof( stages ) );
|
||
|
|
||
|
Q_strncpyz( shader.name, name, sizeof( shader.name ) );
|
||
|
shader.lightmapIndex = lightmapIndex;
|
||
|
|
||
|
// we need to know original (unmodified) lightmap index
|
||
|
// because shader search functions expects this
|
||
|
// otherwise they will fail and cause massive duplication
|
||
|
shader.lightmapSearchIndex = shader.lightmapIndex;
|
||
|
|
||
|
for ( i = 0 ; i < MAX_SHADER_STAGES ; i++ ) {
|
||
|
stages[i].bundle[0].texMods = texMods[i];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
static void DetectNeeds( void )
|
||
|
{
|
||
|
int i, n;
|
||
|
|
||
|
for ( i = 0; i < MAX_SHADER_STAGES; i++ )
|
||
|
{
|
||
|
if ( !stages[i].active )
|
||
|
break;
|
||
|
|
||
|
for ( n = 0; n < NUM_TEXTURE_BUNDLES; n++ ) {
|
||
|
const texCoordGen_t t = stages[i].bundle[n].tcGen;
|
||
|
if ( t == TCGEN_LIGHTMAP )
|
||
|
{
|
||
|
shader.needsST2 = qtrue;
|
||
|
}
|
||
|
if ( t == TCGEN_ENVIRONMENT_MAPPED || t == TCGEN_ENVIRONMENT_MAPPED_FP )
|
||
|
{
|
||
|
shader.needsNormal = qtrue;
|
||
|
}
|
||
|
if ( stages[i].bundle[n].alphaGen == AGEN_LIGHTING_SPECULAR || stages[i].bundle[n].rgbGen == CGEN_LIGHTING_DIFFUSE )
|
||
|
{
|
||
|
shader.needsNormal = qtrue;
|
||
|
}
|
||
|
}
|
||
|
#if 0
|
||
|
t1 = stages[i].bundle[0].tcGen;
|
||
|
t2 = stages[i].bundle[1].tcGen;
|
||
|
|
||
|
if ( t1 == TCGEN_LIGHTMAP || t2 == TCGEN_LIGHTMAP )
|
||
|
{
|
||
|
shader.needsST2 = qtrue;
|
||
|
}
|
||
|
if ( t1 == TCGEN_ENVIRONMENT_MAPPED || t1 == TCGEN_ENVIRONMENT_MAPPED_FP )
|
||
|
{
|
||
|
shader.needsNormal = qtrue;
|
||
|
}
|
||
|
if ( t2 == TCGEN_ENVIRONMENT_MAPPED || t2 == TCGEN_ENVIRONMENT_MAPPED_FP )
|
||
|
{
|
||
|
shader.needsNormal = qtrue;
|
||
|
}
|
||
|
if ( stages[i].bundle[0].alphaGen == AGEN_LIGHTING_SPECULAR || stages[i].bundle[0].rgbGen == CGEN_LIGHTING_DIFFUSE )
|
||
|
{
|
||
|
shader.needsNormal = qtrue;
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
for ( i = 0; i < shader.numDeforms; i++ )
|
||
|
{
|
||
|
if ( shader.deforms[i].deformation == DEFORM_WAVE || shader.deforms[i].deformation == DEFORM_NORMALS || shader.deforms[i].deformation == DEFORM_BULGE ) {
|
||
|
shader.needsNormal = qtrue;
|
||
|
}
|
||
|
if ( shader.deforms[i].deformation >= DEFORM_TEXT0 && shader.deforms[i].deformation <= DEFORM_TEXT7 ) {
|
||
|
shader.needsNormal = qtrue;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
=========================
|
||
|
FinishShader
|
||
|
|
||
|
Returns a freshly allocated shader with all the needed info
|
||
|
from the current global working shader
|
||
|
=========================
|
||
|
*/
|
||
|
static shader_t *FinishShader( void ) {
|
||
|
int stage, i, n, m;
|
||
|
qboolean hasLightmapStage;
|
||
|
qboolean vertexLightmap;
|
||
|
qboolean colorBlend;
|
||
|
qboolean depthMask;
|
||
|
qboolean fogCollapse;
|
||
|
shaderStage_t *lastStage[NUM_TEXTURE_BUNDLES];
|
||
|
|
||
|
hasLightmapStage = qfalse;
|
||
|
vertexLightmap = qfalse;
|
||
|
colorBlend = qfalse;
|
||
|
depthMask = qfalse;
|
||
|
fogCollapse = qtrue;
|
||
|
|
||
|
//
|
||
|
// set sky stuff appropriate
|
||
|
//
|
||
|
if ( shader.isSky ) {
|
||
|
shader.sort = SS_ENVIRONMENT;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// set polygon offset
|
||
|
//
|
||
|
if ( shader.polygonOffset && shader.sort == SS_BAD ) {
|
||
|
shader.sort = SS_DECAL;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// set appropriate stage information
|
||
|
//
|
||
|
for ( stage = 0; stage < MAX_SHADER_STAGES; ) {
|
||
|
shaderStage_t *pStage = &stages[stage];
|
||
|
|
||
|
if ( !pStage->active ) {
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// check for a missing texture
|
||
|
if ( pStage->bundle[0].image[0] == NULL ) {
|
||
|
ri.Printf( PRINT_WARNING, "Shader %s has a stage with no image\n", shader.name );
|
||
|
pStage->active = qfalse;
|
||
|
stage++;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// ditch this stage if it's detail and detail textures are disabled
|
||
|
//
|
||
|
if ( pStage->isDetail && !r_detailTextures->integer )
|
||
|
{
|
||
|
int index;
|
||
|
|
||
|
for(index = stage + 1; index < MAX_SHADER_STAGES; index++)
|
||
|
{
|
||
|
if(!stages[index].active)
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if(index < MAX_SHADER_STAGES)
|
||
|
memmove(pStage, pStage + 1, sizeof(*pStage) * (index - stage));
|
||
|
else
|
||
|
{
|
||
|
if(stage + 1 < MAX_SHADER_STAGES)
|
||
|
memmove(pStage, pStage + 1, sizeof(*pStage) * (index - stage - 1));
|
||
|
|
||
|
Com_Memset(&stages[index - 1], 0, sizeof(*stages));
|
||
|
}
|
||
|
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// default texture coordinate generation
|
||
|
//
|
||
|
if ( pStage->bundle[0].lightmap != LIGHTMAP_INDEX_NONE ) {
|
||
|
if ( pStage->bundle[0].tcGen == TCGEN_BAD ) {
|
||
|
pStage->bundle[0].tcGen = TCGEN_LIGHTMAP;
|
||
|
}
|
||
|
hasLightmapStage = qtrue;
|
||
|
} else {
|
||
|
if ( pStage->bundle[0].tcGen == TCGEN_BAD ) {
|
||
|
pStage->bundle[0].tcGen = TCGEN_TEXTURE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// not a true lightmap but we want to leave existing
|
||
|
// behaviour in place and not print out a warning
|
||
|
//if (pStage->rgbGen == CGEN_VERTEX) {
|
||
|
// vertexLightmap = qtrue;
|
||
|
//}
|
||
|
|
||
|
if ( pStage->stateBits & GLS_DEPTHMASK_TRUE ) {
|
||
|
depthMask = qtrue;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// determine fog color adjustment
|
||
|
//
|
||
|
if ( ( pStage->stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) &&
|
||
|
( stages[0].stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) ) {
|
||
|
int blendSrcBits = pStage->stateBits & GLS_SRCBLEND_BITS;
|
||
|
int blendDstBits = pStage->stateBits & GLS_DSTBLEND_BITS;
|
||
|
|
||
|
// fog color adjustment only works for blend modes that have a contribution
|
||
|
// that aproaches 0 as the modulate values aproach 0 --
|
||
|
// GL_ONE, GL_ONE
|
||
|
// GL_ZERO, GL_ONE_MINUS_SRC_COLOR
|
||
|
// GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA
|
||
|
|
||
|
// modulate, additive
|
||
|
if ( ( ( blendSrcBits == GLS_SRCBLEND_ONE ) && ( blendDstBits == GLS_DSTBLEND_ONE ) ) ||
|
||
|
( ( blendSrcBits == GLS_SRCBLEND_ZERO ) && ( blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_COLOR ) ) ) {
|
||
|
pStage->bundle[0].adjustColorsForFog = ACFF_MODULATE_RGB;
|
||
|
}
|
||
|
// strict blend
|
||
|
else if ( ( blendSrcBits == GLS_SRCBLEND_SRC_ALPHA ) && ( blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ) )
|
||
|
{
|
||
|
pStage->bundle[0].adjustColorsForFog = ACFF_MODULATE_ALPHA;
|
||
|
}
|
||
|
// premultiplied alpha
|
||
|
else if ( ( blendSrcBits == GLS_SRCBLEND_ONE ) && ( blendDstBits == GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ) )
|
||
|
{
|
||
|
pStage->bundle[0].adjustColorsForFog = ACFF_MODULATE_RGBA;
|
||
|
} else {
|
||
|
// we can't adjust this one correctly, so it won't be exactly correct in fog
|
||
|
}
|
||
|
|
||
|
colorBlend = qtrue;
|
||
|
}
|
||
|
|
||
|
stage++;
|
||
|
}
|
||
|
|
||
|
// there are times when you will need to manually apply a sort to
|
||
|
// opaque alpha tested shaders that have later blend passes
|
||
|
if ( shader.sort == SS_BAD ) {
|
||
|
if ( colorBlend ) {
|
||
|
// see through item, like a grill or grate
|
||
|
if ( depthMask ) {
|
||
|
shader.sort = SS_SEE_THROUGH;
|
||
|
} else {
|
||
|
shader.sort = SS_BLEND0;
|
||
|
}
|
||
|
} else {
|
||
|
shader.sort = SS_OPAQUE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
DetectNeeds();
|
||
|
|
||
|
// fix alphaGen flags to avoid redundant comparisons in R_ComputeColors()
|
||
|
for ( i = 0; i < MAX_SHADER_STAGES; i++ ) {
|
||
|
shaderStage_t *pStage = &stages[ i ];
|
||
|
if ( !pStage->active )
|
||
|
break;
|
||
|
if ( pStage->bundle[0].rgbGen == CGEN_IDENTITY && pStage->bundle[0].alphaGen == AGEN_IDENTITY )
|
||
|
pStage->bundle[0].alphaGen = AGEN_SKIP;
|
||
|
else if ( pStage->bundle[0].rgbGen == CGEN_CONST && pStage->bundle[0].alphaGen == AGEN_CONST )
|
||
|
pStage->bundle[0].alphaGen = AGEN_SKIP;
|
||
|
else if ( pStage->bundle[0].rgbGen == CGEN_VERTEX && pStage->bundle[0].alphaGen == AGEN_VERTEX )
|
||
|
pStage->bundle[0].alphaGen = AGEN_SKIP;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// if we are in r_vertexLight mode, never use a lightmap texture
|
||
|
//
|
||
|
if ( stage > 1 && ( ( r_vertexLight->integer && tr.vertexLightingAllowed && !shader.noVLcollapse ) || glConfig.hardwareType == GLHW_PERMEDIA2 ) ) {
|
||
|
VertexLightingCollapse();
|
||
|
stage = 1;
|
||
|
hasLightmapStage = qfalse;
|
||
|
}
|
||
|
|
||
|
// whiteimage + "filter" texture == texture
|
||
|
if ( stage > 1 && stages[0].bundle[0].image[0] == tr.whiteImage && stages[0].bundle[0].numImageAnimations <= 1 && stages[0].bundle[0].rgbGen == CGEN_IDENTITY && stages[0].bundle[0].alphaGen == AGEN_SKIP ) {
|
||
|
if ( stages[1].stateBits == ( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO ) ) {
|
||
|
stages[1].stateBits = stages[0].stateBits & ( GLS_DEPTHMASK_TRUE | GLS_DEPTHTEST_DISABLE | GLS_DEPTHFUNC_EQUAL );
|
||
|
memmove( &stages[0], &stages[1], sizeof( stages[0] ) * ( stage - 1 ) );
|
||
|
stages[stage - 1].active = qfalse;
|
||
|
stage--;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for ( i = 0; i < stage; i++ ) {
|
||
|
stages[ i ].numTexBundles = 1;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// look for multitexture potential
|
||
|
//
|
||
|
if ( r_ext_multitexture->integer ) {
|
||
|
for ( i = 0; i < stage-1; i++ ) {
|
||
|
stage -= CollapseMultitexture( stages[i+0].stateBits, &stages[i+0], &stages[i+1], stage-i );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( shader.lightmapIndex >= 0 && !hasLightmapStage ) {
|
||
|
if (vertexLightmap) {
|
||
|
ri.Printf( PRINT_DEVELOPER, "WARNING: shader '%s' has VERTEX forced lightmap!\n", shader.name );
|
||
|
} else {
|
||
|
ri.Printf( PRINT_DEVELOPER, "WARNING: shader '%s' has lightmap but no lightmap stage!\n", shader.name );
|
||
|
shader.lightmapIndex = LIGHTMAP_NONE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// compute number of passes
|
||
|
//
|
||
|
shader.numUnfoggedPasses = stage;
|
||
|
|
||
|
// fogonly shaders don't have any normal passes
|
||
|
if ( stage == 0 && !shader.isSky )
|
||
|
shader.sort = SS_FOG;
|
||
|
|
||
|
if ( shader.sort <= SS_OPAQUE ) {
|
||
|
shader.fogPass = FP_EQUAL;
|
||
|
} else if ( shader.contentFlags & CONTENTS_FOG ) {
|
||
|
shader.fogPass = FP_LE;
|
||
|
}
|
||
|
|
||
|
#ifdef USE_VULKAN
|
||
|
|
||
|
shader.tessFlags = TESS_XYZ;
|
||
|
stages[0].tessFlags = TESS_RGBA0 | TESS_ST0;
|
||
|
|
||
|
{
|
||
|
Vk_Pipeline_Def def;
|
||
|
Vk_Shader_Type stype;
|
||
|
|
||
|
Com_Memset( &def, 0, sizeof( def ) );
|
||
|
def.face_culling = shader.cullType;
|
||
|
def.polygon_offset = shader.polygonOffset;
|
||
|
|
||
|
if ( (stages[0].stateBits & GLS_DEPTHMASK_TRUE) == 0 ) {
|
||
|
def.allow_discard = 1;
|
||
|
}
|
||
|
|
||
|
for ( i = 0; i < stage; i++ ) {
|
||
|
int env_mask;
|
||
|
shaderStage_t *pStage = &stages[i];
|
||
|
def.state_bits = pStage->stateBits;
|
||
|
|
||
|
if ( pStage->mtEnv3 ) {
|
||
|
switch ( pStage->mtEnv3 ) {
|
||
|
case GL_MODULATE:
|
||
|
pStage->tessFlags = TESS_RGBA0 | TESS_ST0 | TESS_ST1 | TESS_ST2;
|
||
|
def.shader_type = TYPE_MULTI_TEXTURE_MUL3;
|
||
|
break;
|
||
|
case GL_ADD:
|
||
|
pStage->tessFlags = TESS_RGBA0 | TESS_ST0 | TESS_ST1 | TESS_ST2;
|
||
|
def.shader_type = TYPE_MULTI_TEXTURE_ADD3_IDENTITY;
|
||
|
break;
|
||
|
case GL_ADD_NONIDENTITY:
|
||
|
pStage->tessFlags = TESS_RGBA0 | TESS_ST0 | TESS_ST1 | TESS_ST2;
|
||
|
def.shader_type = TYPE_MULTI_TEXTURE_ADD3;
|
||
|
break;
|
||
|
|
||
|
case GL_BLEND_MODULATE:
|
||
|
pStage->tessFlags = TESS_RGBA0 | TESS_RGBA1 | TESS_RGBA2 | TESS_ST0 | TESS_ST1 | TESS_ST2;
|
||
|
def.shader_type = TYPE_BLEND3_MUL;
|
||
|
break;
|
||
|
case GL_BLEND_ADD:
|
||
|
pStage->tessFlags = TESS_RGBA0 | TESS_RGBA1 | TESS_RGBA2 | TESS_ST0 | TESS_ST1 | TESS_ST2;
|
||
|
def.shader_type = TYPE_BLEND3_ADD;
|
||
|
break;
|
||
|
case GL_BLEND_ALPHA:
|
||
|
pStage->tessFlags = TESS_RGBA0 | TESS_RGBA1 | TESS_RGBA2 | TESS_ST0 | TESS_ST1 | TESS_ST2;
|
||
|
def.shader_type = TYPE_BLEND3_ALPHA;
|
||
|
break;
|
||
|
case GL_BLEND_ONE_MINUS_ALPHA:
|
||
|
pStage->tessFlags = TESS_RGBA0 | TESS_RGBA1 | TESS_RGBA2 | TESS_ST0 | TESS_ST1 | TESS_ST2;
|
||
|
def.shader_type = TYPE_BLEND3_ONE_MINUS_ALPHA;
|
||
|
break;
|
||
|
case GL_BLEND_MIX_ONE_MINUS_ALPHA:
|
||
|
pStage->tessFlags = TESS_RGBA0 | TESS_RGBA1 | TESS_RGBA2 | TESS_ST0 | TESS_ST1 | TESS_ST2;
|
||
|
def.shader_type = TYPE_BLEND3_MIX_ONE_MINUS_ALPHA;
|
||
|
break;
|
||
|
case GL_BLEND_MIX_ALPHA:
|
||
|
pStage->tessFlags = TESS_RGBA0 | TESS_RGBA1 | TESS_RGBA2 | TESS_ST0 | TESS_ST1 | TESS_ST2;
|
||
|
def.shader_type = TYPE_BLEND3_MIX_ALPHA;
|
||
|
break;
|
||
|
case GL_BLEND_DST_COLOR_SRC_ALPHA:
|
||
|
pStage->tessFlags = TESS_RGBA0 | TESS_RGBA1 | TESS_RGBA2 | TESS_ST0 | TESS_ST1 | TESS_ST2;
|
||
|
def.shader_type = TYPE_BLEND3_DST_COLOR_SRC_ALPHA;
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
switch ( pStage->mtEnv ) {
|
||
|
case GL_MODULATE:
|
||
|
pStage->tessFlags = TESS_RGBA0 | TESS_ST0 | TESS_ST1;
|
||
|
def.shader_type = TYPE_MULTI_TEXTURE_MUL2;
|
||
|
break;
|
||
|
case GL_ADD:
|
||
|
pStage->tessFlags = TESS_RGBA0 | TESS_ST0 | TESS_ST1;
|
||
|
def.shader_type = TYPE_MULTI_TEXTURE_ADD2_IDENTITY;
|
||
|
break;
|
||
|
case GL_ADD_NONIDENTITY:
|
||
|
pStage->tessFlags = TESS_RGBA0 | TESS_ST0 | TESS_ST1;
|
||
|
def.shader_type = TYPE_MULTI_TEXTURE_ADD2;
|
||
|
break;
|
||
|
|
||
|
case GL_BLEND_MODULATE:
|
||
|
pStage->tessFlags = TESS_RGBA0 | TESS_RGBA1 | TESS_ST0 | TESS_ST1;
|
||
|
def.shader_type = TYPE_BLEND2_MUL;
|
||
|
break;
|
||
|
case GL_BLEND_ADD:
|
||
|
pStage->tessFlags = TESS_RGBA0 | TESS_RGBA1 | TESS_ST0 | TESS_ST1;
|
||
|
def.shader_type = TYPE_BLEND2_ADD;
|
||
|
break;
|
||
|
case GL_BLEND_ALPHA:
|
||
|
pStage->tessFlags = TESS_RGBA0 | TESS_RGBA1 | TESS_ST0 | TESS_ST1;
|
||
|
def.shader_type = TYPE_BLEND2_ALPHA;
|
||
|
break;
|
||
|
case GL_BLEND_ONE_MINUS_ALPHA:
|
||
|
pStage->tessFlags = TESS_RGBA0 | TESS_RGBA1 | TESS_ST0 | TESS_ST1;
|
||
|
def.shader_type = TYPE_BLEND2_ONE_MINUS_ALPHA;
|
||
|
break;
|
||
|
case GL_BLEND_MIX_ALPHA:
|
||
|
pStage->tessFlags = TESS_RGBA0 | TESS_RGBA1 | TESS_ST0 | TESS_ST1;
|
||
|
def.shader_type = TYPE_BLEND2_MIX_ALPHA;
|
||
|
break;
|
||
|
case GL_BLEND_MIX_ONE_MINUS_ALPHA:
|
||
|
pStage->tessFlags = TESS_RGBA0 | TESS_RGBA1 | TESS_ST0 | TESS_ST1;
|
||
|
def.shader_type = TYPE_BLEND2_MIX_ONE_MINUS_ALPHA;
|
||
|
break;
|
||
|
case GL_BLEND_DST_COLOR_SRC_ALPHA:
|
||
|
pStage->tessFlags = TESS_RGBA0 | TESS_RGBA1 | TESS_ST0 | TESS_ST1;
|
||
|
def.shader_type = TYPE_BLEND2_DST_COLOR_SRC_ALPHA;
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
pStage->tessFlags = TESS_RGBA0 | TESS_ST0;
|
||
|
def.shader_type = TYPE_SIGNLE_TEXTURE;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
for ( env_mask = 0, n = 0; n < pStage->numTexBundles; n++ ) {
|
||
|
if ( pStage->bundle[n].numTexMods ) {
|
||
|
continue;
|
||
|
}
|
||
|
if ( pStage->bundle[n].tcGen == TCGEN_ENVIRONMENT_MAPPED && ( pStage->bundle[n].lightmap == LIGHTMAP_INDEX_NONE || r_mergeLightmaps->integer == 0 ) ) {
|
||
|
env_mask |= (1 << n);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( env_mask == 1 && !pStage->depthFragment ) {
|
||
|
if ( def.shader_type >= TYPE_GENERIC_BEGIN && def.shader_type <= TYPE_GENERIC_END ) {
|
||
|
def.shader_type++; // switch to *_ENV version
|
||
|
shader.tessFlags |= TESS_NNN | TESS_VPOS;
|
||
|
pStage->tessFlags &= ~TESS_ST0;
|
||
|
pStage->tessFlags |= TESS_ENV;
|
||
|
pStage->bundle[0].tcGen = TCGEN_BAD;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
stype = def.shader_type;
|
||
|
def.mirror = qfalse;
|
||
|
pStage->vk_pipeline[0] = vk_find_pipeline_ext( 0, &def, qtrue );
|
||
|
if ( pStage->depthFragment ) {
|
||
|
def.shader_type = TYPE_SIGNLE_TEXTURE_DF;
|
||
|
pStage->vk_pipeline_df = vk_find_pipeline_ext( 0, &def, qtrue );
|
||
|
def.shader_type = stype;
|
||
|
}
|
||
|
def.mirror = qtrue;
|
||
|
pStage->vk_mirror_pipeline[0] = vk_find_pipeline_ext( 0, &def, qfalse );
|
||
|
if ( pStage->depthFragment ) {
|
||
|
def.shader_type = TYPE_SIGNLE_TEXTURE_DF;
|
||
|
pStage->vk_mirror_pipeline_df = vk_find_pipeline_ext( 0, &def, qfalse );
|
||
|
def.shader_type = stype;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#ifdef USE_FOG_COLLAPSE
|
||
|
// single-stage, combined fog pipelines for world surfaces
|
||
|
if ( vk.maxBoundDescriptorSets >= 6 && stage == 1 && tr.mapLoading && !(shader.contentFlags & CONTENTS_FOG) && fogCollapse ) {
|
||
|
Vk_Pipeline_Def def;
|
||
|
Vk_Pipeline_Def def_mirror;
|
||
|
|
||
|
shaderStage_t *pStage = &stages[0];
|
||
|
|
||
|
vk_get_pipeline_def( pStage->vk_pipeline[0], &def );
|
||
|
vk_get_pipeline_def( pStage->vk_mirror_pipeline[0], &def_mirror );
|
||
|
|
||
|
def.fog_stage = 1;
|
||
|
def_mirror.fog_stage = 1;
|
||
|
pStage->vk_pipeline[1] = vk_find_pipeline_ext( 0, &def, qfalse );
|
||
|
pStage->vk_mirror_pipeline[1] = vk_find_pipeline_ext( 0, &def_mirror, qfalse );
|
||
|
|
||
|
shader.fogCollapse = qtrue;
|
||
|
//stages[0].adjustColorsForFog = ACFF_NONE;
|
||
|
}
|
||
|
#endif // USE_FOG_COLLAPSE
|
||
|
#endif // USE_VULKAN
|
||
|
#ifdef USE_PMLIGHT
|
||
|
FindLightingStages();
|
||
|
#endif
|
||
|
|
||
|
#if 1
|
||
|
// try to avoid redundant per-stage computations
|
||
|
Com_Memset( lastStage, 0, sizeof( lastStage ) );
|
||
|
for ( i = 0; i < shader.numUnfoggedPasses - 1; i++ ) {
|
||
|
if ( !stages[ i+1 ].active )
|
||
|
break;
|
||
|
for ( n = 0; n < NUM_TEXTURE_BUNDLES; n++ ) {
|
||
|
if ( stages[ i ].bundle[ n ].image[ 0 ] != NULL ) {
|
||
|
lastStage[ n ] = &stages[ i ];
|
||
|
}
|
||
|
if ( EqualTCgen( n, lastStage[ n ], &stages[ i+1 ] ) ) {
|
||
|
stages[ i+1 ].tessFlags &= ~(TESS_ST0 << n);
|
||
|
}
|
||
|
if ( EqualRGBgen( lastStage[n], &stages[ i+1 ] ) && EqualACgen( lastStage[n], &stages[ i+1 ] ) ) {
|
||
|
stages[ i+1 ].tessFlags &= ~(TESS_RGBA0 << n);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
// make sure that amplitude for TMOD_STRETCH is not zero
|
||
|
for ( i = 0; i < shader.numUnfoggedPasses; i++ ) {
|
||
|
if ( !stages[i].active ) {
|
||
|
continue;
|
||
|
}
|
||
|
for ( n = 0; n < stages[i].numTexBundles; n++ ) {
|
||
|
for ( m = 0; m < stages[i].bundle[n].numTexMods; m++ ) {
|
||
|
if ( stages[i].bundle[n].texMods[m].type == TMOD_STRETCH ) {
|
||
|
if ( fabsf( stages[i].bundle[n].texMods[m].wave.amplitude ) < 1e-6f ) {
|
||
|
if ( stages[i].bundle[n].texMods[m].wave.amplitude >= 0.0f ) {
|
||
|
stages[i].bundle[n].texMods[m].wave.amplitude = 1e-6f;
|
||
|
} else {
|
||
|
stages[i].bundle[n].texMods[m].wave.amplitude = -1e-6f;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// determine which stage iterator function is appropriate
|
||
|
ComputeStageIteratorFunc();
|
||
|
|
||
|
return GeneratePermanentShader();
|
||
|
}
|
||
|
|
||
|
//========================================================================================
|
||
|
|
||
|
/*
|
||
|
====================
|
||
|
FindShaderInShaderText
|
||
|
|
||
|
Scans the combined text description of all the shader files for
|
||
|
the given shader name.
|
||
|
|
||
|
return NULL if not found
|
||
|
|
||
|
If found, it will return a valid shader
|
||
|
=====================
|
||
|
*/
|
||
|
static const char *FindShaderInShaderText( const char *shadername ) {
|
||
|
|
||
|
const char *token, *p;
|
||
|
|
||
|
int i, hash;
|
||
|
|
||
|
hash = generateHashValue(shadername, MAX_SHADERTEXT_HASH);
|
||
|
|
||
|
if(shaderTextHashTable[hash])
|
||
|
{
|
||
|
for (i = 0; shaderTextHashTable[hash][i]; i++)
|
||
|
{
|
||
|
p = shaderTextHashTable[hash][i];
|
||
|
token = COM_ParseExt(&p, qtrue);
|
||
|
if(!Q_stricmp(token, shadername))
|
||
|
return p;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
R_FindShaderByName
|
||
|
|
||
|
Will always return a valid shader, but it might be the
|
||
|
default shader if the real one can't be found.
|
||
|
==================
|
||
|
*/
|
||
|
shader_t *R_FindShaderByName( const char *name ) {
|
||
|
char strippedName[MAX_QPATH];
|
||
|
int hash;
|
||
|
shader_t *sh;
|
||
|
|
||
|
if ( (name==NULL) || (name[0] == 0) ) {
|
||
|
return tr.defaultShader;
|
||
|
}
|
||
|
|
||
|
COM_StripExtension(name, strippedName, sizeof(strippedName));
|
||
|
|
||
|
hash = generateHashValue(strippedName, FILE_HASH_SIZE);
|
||
|
|
||
|
//
|
||
|
// see if the shader is already loaded
|
||
|
//
|
||
|
for (sh=hashTable[hash]; sh; sh=sh->next) {
|
||
|
// NOTE: if there was no shader or image available with the name strippedName
|
||
|
// then a default shader is created with lightmapIndex == LIGHTMAP_NONE, so we
|
||
|
// have to check all default shaders otherwise for every call to R_FindShader
|
||
|
// with that same strippedName a new default shader is created.
|
||
|
if (Q_stricmp(sh->name, strippedName) == 0) {
|
||
|
// match found
|
||
|
return sh;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return tr.defaultShader;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
R_CreateDefaultShading
|
||
|
===============
|
||
|
*/
|
||
|
static void R_CreateDefaultShading( image_t *image ) {
|
||
|
if ( shader.lightmapIndex == LIGHTMAP_NONE ) {
|
||
|
// dynamic colors at vertexes
|
||
|
stages[0].bundle[0].image[0] = image;
|
||
|
stages[0].active = qtrue;
|
||
|
stages[0].bundle[0].tcGen = TCGEN_TEXTURE;
|
||
|
stages[0].bundle[0].rgbGen = CGEN_LIGHTING_DIFFUSE;
|
||
|
stages[0].stateBits = GLS_DEFAULT;
|
||
|
} else if ( shader.lightmapIndex == LIGHTMAP_BY_VERTEX ) {
|
||
|
// explicit colors at vertexes
|
||
|
stages[0].bundle[0].image[0] = image;
|
||
|
stages[0].active = qtrue;
|
||
|
stages[0].bundle[0].tcGen = TCGEN_TEXTURE;
|
||
|
stages[0].bundle[0].rgbGen = CGEN_EXACT_VERTEX;
|
||
|
stages[0].bundle[0].alphaGen = AGEN_SKIP;
|
||
|
stages[0].stateBits = GLS_DEFAULT;
|
||
|
} else if ( shader.lightmapIndex == LIGHTMAP_2D ) {
|
||
|
// GUI elements
|
||
|
stages[0].bundle[0].image[0] = image;
|
||
|
stages[0].active = qtrue;
|
||
|
stages[0].bundle[0].tcGen = TCGEN_TEXTURE;
|
||
|
stages[0].bundle[0].rgbGen = CGEN_VERTEX;
|
||
|
stages[0].bundle[0].alphaGen = AGEN_VERTEX;
|
||
|
stages[0].stateBits = GLS_DEPTHTEST_DISABLE |
|
||
|
GLS_SRCBLEND_SRC_ALPHA |
|
||
|
GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
|
||
|
} else if ( shader.lightmapIndex == LIGHTMAP_WHITEIMAGE ) {
|
||
|
// fullbright level
|
||
|
stages[0].active = qtrue;
|
||
|
stages[0].bundle[0].image[0] = image;
|
||
|
stages[0].bundle[0].tcGen = TCGEN_TEXTURE;
|
||
|
stages[0].bundle[0].rgbGen = CGEN_IDENTITY_LIGHTING;
|
||
|
stages[0].stateBits = GLS_DEFAULT;
|
||
|
} else {
|
||
|
// two pass lightmap
|
||
|
stages[0].bundle[0].image[0] = tr.lightmaps[shader.lightmapIndex];
|
||
|
stages[0].bundle[0].lightmap = LIGHTMAP_INDEX_SHADER;
|
||
|
stages[0].active = qtrue;
|
||
|
stages[0].bundle[0].tcGen = TCGEN_LIGHTMAP;
|
||
|
stages[0].bundle[0].rgbGen = CGEN_IDENTITY; // lightmaps are scaled on creation
|
||
|
// for identitylight
|
||
|
stages[0].stateBits = GLS_DEFAULT;
|
||
|
|
||
|
stages[1].bundle[0].image[0] = image;
|
||
|
stages[1].active = qtrue;
|
||
|
stages[1].bundle[0].tcGen = TCGEN_TEXTURE;
|
||
|
stages[1].bundle[0].rgbGen = CGEN_IDENTITY;
|
||
|
stages[1].stateBits |= GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
R_FindShader
|
||
|
|
||
|
Will always return a valid shader, but it might be the
|
||
|
default shader if the real one can't be found.
|
||
|
|
||
|
In the interest of not requiring an explicit shader text entry to
|
||
|
be defined for every single image used in the game, three default
|
||
|
shader behaviors can be auto-created for any image:
|
||
|
|
||
|
If lightmapIndex == LIGHTMAP_NONE, then the image will have
|
||
|
dynamic diffuse lighting applied to it, as appropriate for most
|
||
|
entity skin surfaces.
|
||
|
|
||
|
If lightmapIndex == LIGHTMAP_2D, then the image will be used
|
||
|
for 2D rendering unless an explicit shader is found
|
||
|
|
||
|
If lightmapIndex == LIGHTMAP_BY_VERTEX, then the image will use
|
||
|
the vertex rgba modulate values, as appropriate for misc_model
|
||
|
pre-lit surfaces.
|
||
|
|
||
|
Other lightmapIndex values will have a lightmap stage created
|
||
|
and src*dest blending applied with the texture, as appropriate for
|
||
|
most world construction surfaces.
|
||
|
|
||
|
===============
|
||
|
*/
|
||
|
shader_t *R_FindShader( const char *name, int lightmapIndex, qboolean mipRawImage ) {
|
||
|
char strippedName[MAX_QPATH];
|
||
|
unsigned long hash;
|
||
|
const char *shaderText;
|
||
|
image_t *image;
|
||
|
shader_t *sh;
|
||
|
|
||
|
if ( name[0] == '\0' ) {
|
||
|
return tr.defaultShader;
|
||
|
}
|
||
|
|
||
|
// use (fullbright) vertex lighting if the bsp file doesn't have
|
||
|
// lightmaps
|
||
|
if ( lightmapIndex >= 0 && lightmapIndex >= tr.numLightmaps ) {
|
||
|
lightmapIndex = LIGHTMAP_BY_VERTEX;
|
||
|
} else if ( lightmapIndex < LIGHTMAP_2D ) {
|
||
|
// negative lightmap indexes cause stray pointers (think tr.lightmaps[lightmapIndex])
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: shader '%s' has invalid lightmap index of %d\n", name, lightmapIndex );
|
||
|
lightmapIndex = LIGHTMAP_BY_VERTEX;
|
||
|
}
|
||
|
|
||
|
COM_StripExtension(name, strippedName, sizeof(strippedName));
|
||
|
|
||
|
hash = generateHashValue(strippedName, FILE_HASH_SIZE);
|
||
|
|
||
|
//
|
||
|
// see if the shader is already loaded
|
||
|
//
|
||
|
for (sh = hashTable[hash]; sh; sh = sh->next) {
|
||
|
// NOTE: if there was no shader or image available with the name strippedName
|
||
|
// then a default shader is created with lightmapIndex == LIGHTMAP_NONE, so we
|
||
|
// have to check all default shaders otherwise for every call to R_FindShader
|
||
|
// with that same strippedName a new default shader is created.
|
||
|
if ( (sh->lightmapSearchIndex == lightmapIndex || sh->defaultShader) && !Q_stricmp(sh->name, strippedName)) {
|
||
|
// match found
|
||
|
return sh;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
InitShader( strippedName, lightmapIndex );
|
||
|
|
||
|
// FIXME: set these "need" values appropriately
|
||
|
//shader.needsNormal = qtrue;
|
||
|
//shader.needsST1 = qtrue;
|
||
|
//shader.needsST2 = qtrue;
|
||
|
//shader.needsColor = qtrue;
|
||
|
|
||
|
//
|
||
|
// attempt to define shader from an explicit parameter file
|
||
|
//
|
||
|
shaderText = FindShaderInShaderText( strippedName );
|
||
|
if ( shaderText ) {
|
||
|
// enable this when building a pak file to get a global list
|
||
|
// of all explicit shaders
|
||
|
if ( r_printShaders->integer ) {
|
||
|
ri.Printf( PRINT_ALL, "*SHADER* %s\n", name );
|
||
|
}
|
||
|
|
||
|
if ( !ParseShader( &shaderText ) ) {
|
||
|
// had errors, so use default shader
|
||
|
shader.defaultShader = qtrue;
|
||
|
}
|
||
|
|
||
|
return FinishShader();
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// if not defined in the in-memory shader descriptions,
|
||
|
// look for a single supported image file
|
||
|
//
|
||
|
{
|
||
|
imgFlags_t flags;
|
||
|
|
||
|
flags = IMGFLAG_NONE;
|
||
|
|
||
|
if (mipRawImage)
|
||
|
{
|
||
|
flags |= IMGFLAG_MIPMAP | IMGFLAG_PICMIP;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
flags |= IMGFLAG_CLAMPTOEDGE;
|
||
|
}
|
||
|
|
||
|
image = R_FindImageFile( name, flags );
|
||
|
if ( !image ) {
|
||
|
ri.Printf( PRINT_DEVELOPER, "Couldn't find image file for shader %s\n", name );
|
||
|
shader.defaultShader = qtrue;
|
||
|
return FinishShader();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// create the default shading commands
|
||
|
//
|
||
|
R_CreateDefaultShading( image );
|
||
|
|
||
|
return FinishShader();
|
||
|
}
|
||
|
|
||
|
|
||
|
qhandle_t RE_RegisterShaderFromImage(const char *name, int lightmapIndex, image_t *image, qboolean mipRawImage) {
|
||
|
unsigned long hash;
|
||
|
shader_t *sh;
|
||
|
|
||
|
hash = generateHashValue(name, FILE_HASH_SIZE);
|
||
|
|
||
|
// probably not necessary since this function
|
||
|
// only gets called from tr_font.c with lightmapIndex == LIGHTMAP_2D
|
||
|
// but better safe than sorry.
|
||
|
if ( lightmapIndex >= tr.numLightmaps ) {
|
||
|
lightmapIndex = LIGHTMAP_WHITEIMAGE;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// see if the shader is already loaded
|
||
|
//
|
||
|
for (sh=hashTable[hash]; sh; sh=sh->next) {
|
||
|
// NOTE: if there was no shader or image available with the name strippedName
|
||
|
// then a default shader is created with lightmapIndex == LIGHTMAP_NONE, so we
|
||
|
// have to check all default shaders otherwise for every call to R_FindShader
|
||
|
// with that same strippedName a new default shader is created.
|
||
|
if ( (sh->lightmapSearchIndex == lightmapIndex || sh->defaultShader) && !Q_stricmp(sh->name, name)) {
|
||
|
// match found
|
||
|
return sh->index;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
InitShader( name, lightmapIndex );
|
||
|
|
||
|
// FIXME: set these "need" values appropriately
|
||
|
//shader.needsNormal = qtrue;
|
||
|
//shader.needsST1 = qtrue;
|
||
|
//shader.needsST2 = qtrue;
|
||
|
//shader.needsColor = qtrue;
|
||
|
|
||
|
//
|
||
|
// create the default shading commands
|
||
|
//
|
||
|
R_CreateDefaultShading( image );
|
||
|
|
||
|
sh = FinishShader();
|
||
|
|
||
|
return sh->index;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
====================
|
||
|
RE_RegisterShaderLightMap
|
||
|
|
||
|
This is the exported shader entry point for the rest of the system
|
||
|
It will always return an index that will be valid.
|
||
|
|
||
|
This should really only be used for explicit shaders, because there is no
|
||
|
way to ask for different implicit lighting modes (vertex, lightmap, etc)
|
||
|
====================
|
||
|
*/
|
||
|
qhandle_t RE_RegisterShaderLightMap( const char *name, int lightmapIndex ) {
|
||
|
shader_t *sh;
|
||
|
|
||
|
if ( strlen( name ) >= MAX_QPATH ) {
|
||
|
ri.Printf( PRINT_ALL, "Shader name exceeds MAX_QPATH\n" );
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
sh = R_FindShader( name, lightmapIndex, qtrue );
|
||
|
|
||
|
// we want to return 0 if the shader failed to
|
||
|
// load for some reason, but R_FindShader should
|
||
|
// still keep a name allocated for it, so if
|
||
|
// something calls RE_RegisterShader again with
|
||
|
// the same name, we don't try looking for it again
|
||
|
if ( sh->defaultShader ) {
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
return sh->index;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
====================
|
||
|
RE_RegisterShader
|
||
|
|
||
|
This is the exported shader entry point for the rest of the system
|
||
|
It will always return an index that will be valid.
|
||
|
|
||
|
This should really only be used for explicit shaders, because there is no
|
||
|
way to ask for different implicit lighting modes (vertex, lightmap, etc)
|
||
|
====================
|
||
|
*/
|
||
|
qhandle_t RE_RegisterShader( const char *name ) {
|
||
|
shader_t *sh;
|
||
|
|
||
|
if ( !name ) {
|
||
|
ri.Printf( PRINT_ALL, "NULL shader\n" );
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
if ( strlen( name ) >= MAX_QPATH ) {
|
||
|
ri.Printf( PRINT_ALL, "Shader name exceeds MAX_QPATH\n" );
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
sh = R_FindShader( name, LIGHTMAP_2D, qtrue );
|
||
|
|
||
|
// we want to return 0 if the shader failed to
|
||
|
// load for some reason, but R_FindShader should
|
||
|
// still keep a name allocated for it, so if
|
||
|
// something calls RE_RegisterShader again with
|
||
|
// the same name, we don't try looking for it again
|
||
|
if ( sh->defaultShader ) {
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
return sh->index;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
====================
|
||
|
RE_RegisterShaderNoMip
|
||
|
|
||
|
For menu graphics that should never be picmiped
|
||
|
====================
|
||
|
*/
|
||
|
qhandle_t RE_RegisterShaderNoMip( const char *name ) {
|
||
|
shader_t *sh;
|
||
|
|
||
|
if ( strlen( name ) >= MAX_QPATH ) {
|
||
|
ri.Printf( PRINT_ALL, "Shader name exceeds MAX_QPATH\n" );
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
sh = R_FindShader( name, LIGHTMAP_2D, qfalse );
|
||
|
|
||
|
// we want to return 0 if the shader failed to
|
||
|
// load for some reason, but R_FindShader should
|
||
|
// still keep a name allocated for it, so if
|
||
|
// something calls RE_RegisterShader again with
|
||
|
// the same name, we don't try looking for it again
|
||
|
if ( sh->defaultShader ) {
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
return sh->index;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
====================
|
||
|
R_GetShaderByHandle
|
||
|
|
||
|
When a handle is passed in by another module, this range checks
|
||
|
it and returns a valid (possibly default) shader_t to be used internally.
|
||
|
====================
|
||
|
*/
|
||
|
shader_t *R_GetShaderByHandle( qhandle_t hShader ) {
|
||
|
if ( hShader < 0 ) {
|
||
|
ri.Printf( PRINT_WARNING, "R_GetShaderByHandle: out of range hShader '%d'\n", hShader );
|
||
|
return tr.defaultShader;
|
||
|
}
|
||
|
if ( hShader >= tr.numShaders ) {
|
||
|
ri.Printf( PRINT_WARNING, "R_GetShaderByHandle: out of range hShader '%d'\n", hShader );
|
||
|
return tr.defaultShader;
|
||
|
}
|
||
|
return tr.shaders[hShader];
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
R_ShaderList_f
|
||
|
|
||
|
Dump information on all valid shaders to the console
|
||
|
A second parameter will cause it to print in sorted order
|
||
|
===============
|
||
|
*/
|
||
|
void R_ShaderList_f (void) {
|
||
|
int i;
|
||
|
int count;
|
||
|
const shader_t *sh;
|
||
|
|
||
|
ri.Printf (PRINT_ALL, "-----------------------\n");
|
||
|
|
||
|
count = 0;
|
||
|
for ( i = 0 ; i < tr.numShaders ; i++ ) {
|
||
|
if ( ri.Cmd_Argc() > 1 ) {
|
||
|
sh = tr.sortedShaders[i];
|
||
|
} else {
|
||
|
sh = tr.shaders[i];
|
||
|
}
|
||
|
|
||
|
ri.Printf( PRINT_ALL, "%i ", sh->numUnfoggedPasses );
|
||
|
|
||
|
if ( sh->lightmapIndex >= 0 ) {
|
||
|
ri.Printf (PRINT_ALL, "L ");
|
||
|
} else {
|
||
|
ri.Printf (PRINT_ALL, " ");
|
||
|
}
|
||
|
if ( sh->multitextureEnv ) {
|
||
|
ri.Printf( PRINT_ALL, "MT(x) " ); // TODO: per-stage statistics?
|
||
|
} else {
|
||
|
ri.Printf( PRINT_ALL, " " );
|
||
|
}
|
||
|
if ( sh->explicitlyDefined ) {
|
||
|
ri.Printf( PRINT_ALL, "E " );
|
||
|
} else {
|
||
|
ri.Printf( PRINT_ALL, " " );
|
||
|
}
|
||
|
|
||
|
if ( sh->optimalStageIteratorFunc == RB_StageIteratorGeneric ) {
|
||
|
ri.Printf( PRINT_ALL, "gen " );
|
||
|
} else if ( sh->optimalStageIteratorFunc == RB_StageIteratorSky ) {
|
||
|
ri.Printf( PRINT_ALL, "sky " );
|
||
|
} else {
|
||
|
ri.Printf( PRINT_ALL, " " );
|
||
|
}
|
||
|
|
||
|
if ( sh->defaultShader ) {
|
||
|
ri.Printf( PRINT_ALL, ": %s (DEFAULTED)\n", sh->name );
|
||
|
} else {
|
||
|
ri.Printf( PRINT_ALL, ": %s\n", sh->name );
|
||
|
}
|
||
|
count++;
|
||
|
}
|
||
|
ri.Printf (PRINT_ALL, "%i total shaders\n", count);
|
||
|
ri.Printf (PRINT_ALL, "------------------\n");
|
||
|
}
|
||
|
|
||
|
|
||
|
#define MAX_SHADER_FILES 16384
|
||
|
|
||
|
static int loadShaderBuffers( char **shaderFiles, const int numShaderFiles, char **buffers )
|
||
|
{
|
||
|
char filename[MAX_QPATH+8];
|
||
|
char shaderName[MAX_QPATH];
|
||
|
const char *p, *token;
|
||
|
long summand, sum = 0;
|
||
|
int shaderLine;
|
||
|
int i;
|
||
|
const char *shaderStart;
|
||
|
qboolean denyErrors;
|
||
|
|
||
|
// load and parse shader files
|
||
|
for ( i = 0; i < numShaderFiles; i++ )
|
||
|
{
|
||
|
Com_sprintf( filename, sizeof( filename ), "scripts/%s", shaderFiles[i] );
|
||
|
//ri.Printf( PRINT_DEVELOPER, "...loading '%s'\n", filename );
|
||
|
summand = ri.FS_ReadFile( filename, (void **)&buffers[i] );
|
||
|
|
||
|
if ( !buffers[i] )
|
||
|
ri.Error( ERR_DROP, "Couldn't load %s", filename );
|
||
|
|
||
|
// comment some buggy shaders from pak0
|
||
|
if ( summand == 35910 && strcmp( shaderFiles[i], "sky.shader" ) == 0 )
|
||
|
{
|
||
|
if ( memcmp( buffers[i] + 0x3D3E, "\tcloudparms ", 12 ) == 0 )
|
||
|
{
|
||
|
memcpy( buffers[i] + 0x27D7, "/*", 2 );
|
||
|
memcpy( buffers[i] + 0x2A93, "*/", 2 );
|
||
|
|
||
|
memcpy( buffers[i] + 0x3CA9, "/*", 2 );
|
||
|
memcpy( buffers[i] + 0x3FC2, "*/", 2 );
|
||
|
}
|
||
|
}
|
||
|
else if ( summand == 116073 && strcmp( shaderFiles[i], "sfx.shader" ) == 0 )
|
||
|
{
|
||
|
if ( memcmp( buffers[i] + 93457, "textures/sfx/xfinalfog\r\n", 24 ) == 0 )
|
||
|
{
|
||
|
memcpy( buffers[i] + 93457, "/*", 2 );
|
||
|
memcpy( buffers[i] + 93663, "*/", 2 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
p = buffers[i];
|
||
|
COM_BeginParseSession( filename );
|
||
|
|
||
|
shaderStart = NULL;
|
||
|
denyErrors = qfalse;
|
||
|
|
||
|
while ( 1 )
|
||
|
{
|
||
|
token = COM_ParseExt( &p, qtrue );
|
||
|
|
||
|
if ( !*token )
|
||
|
break;
|
||
|
|
||
|
Q_strncpyz( shaderName, token, sizeof( shaderName ) );
|
||
|
shaderLine = COM_GetCurrentParseLine();
|
||
|
|
||
|
token = COM_ParseExt( &p, qtrue );
|
||
|
if ( token[0] != '{' || token[1] != '\0' )
|
||
|
{
|
||
|
ri.Printf( PRINT_DEVELOPER, "File %s: shader \"%s\" " \
|
||
|
"on line %d missing opening brace", filename, shaderName, shaderLine );
|
||
|
if ( token[0] )
|
||
|
ri.Printf( PRINT_DEVELOPER, " (found \"%s\" on line %d)\n", token, COM_GetCurrentParseLine() );
|
||
|
else
|
||
|
ri.Printf( PRINT_DEVELOPER, "\n" );
|
||
|
|
||
|
if ( denyErrors || !p )
|
||
|
{
|
||
|
ri.Printf( PRINT_WARNING, "Ignoring entire file '%s' due to error.\n", filename );
|
||
|
ri.FS_FreeFile( buffers[i] );
|
||
|
buffers[i] = NULL;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
SkipRestOfLine( &p );
|
||
|
shaderStart = p;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( !SkipBracedSection( &p, 1 ) )
|
||
|
{
|
||
|
ri.Printf(PRINT_WARNING, "WARNING: Ignoring shader file %s. Shader \"%s\" " \
|
||
|
"on line %d missing closing brace.\n", filename, shaderName, shaderLine );
|
||
|
ri.FS_FreeFile( buffers[i] );
|
||
|
buffers[i] = NULL;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
denyErrors = qtrue;
|
||
|
}
|
||
|
|
||
|
if ( buffers[ i ] ) {
|
||
|
if ( shaderStart ) {
|
||
|
summand -= (shaderStart - buffers[i]);
|
||
|
if ( summand >= 0 ) {
|
||
|
memmove( buffers[i], shaderStart, summand + 1 );
|
||
|
}
|
||
|
}
|
||
|
//sum += summand;
|
||
|
sum += COM_Compress( buffers[ i ] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return sum;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
====================
|
||
|
ScanAndLoadShaderFiles
|
||
|
|
||
|
Finds and loads all .shader files, combining them into
|
||
|
a single large text block that can be scanned for shader names
|
||
|
=====================
|
||
|
*/
|
||
|
static void ScanAndLoadShaderFiles( void )
|
||
|
{
|
||
|
char **shaderFiles, **shaderxFiles;
|
||
|
char *buffers[MAX_SHADER_FILES];
|
||
|
char *xbuffers[MAX_SHADER_FILES];
|
||
|
int numShaderFiles, numShaderxFiles;
|
||
|
int i;
|
||
|
const char *token, *hashMem;
|
||
|
char *textEnd;
|
||
|
const char *p, *oldp;
|
||
|
int shaderTextHashTableSizes[MAX_SHADERTEXT_HASH], hash, size;
|
||
|
|
||
|
long sum = 0;
|
||
|
|
||
|
// scan for legacy shader files
|
||
|
shaderFiles = ri.FS_ListFiles( "scripts", ".shader", &numShaderFiles );
|
||
|
|
||
|
if ( 1 ) {
|
||
|
// if ARB shaders available - scan for extended shader files
|
||
|
shaderxFiles = ri.FS_ListFiles( "scripts", ".shaderx", &numShaderxFiles );
|
||
|
} else {
|
||
|
shaderxFiles = NULL;
|
||
|
numShaderxFiles = 0;
|
||
|
}
|
||
|
|
||
|
if ( (!shaderFiles || !numShaderFiles) && (!shaderxFiles || !numShaderxFiles) ) {
|
||
|
ri.Printf( PRINT_WARNING, "WARNING: no shader files found\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( numShaderFiles > MAX_SHADER_FILES ) {
|
||
|
numShaderFiles = MAX_SHADER_FILES;
|
||
|
}
|
||
|
if ( numShaderxFiles > MAX_SHADER_FILES ) {
|
||
|
numShaderxFiles = MAX_SHADER_FILES;
|
||
|
}
|
||
|
|
||
|
sum = 0;
|
||
|
sum += loadShaderBuffers( shaderxFiles, numShaderxFiles, xbuffers );
|
||
|
sum += loadShaderBuffers( shaderFiles, numShaderFiles, buffers );
|
||
|
|
||
|
// build single large buffer
|
||
|
s_shaderText = ri.Hunk_Alloc( sum + numShaderxFiles*2 + numShaderFiles*2 + 1, h_low );
|
||
|
s_shaderText[ 0 ] = s_shaderText[ sum + numShaderxFiles*2 + numShaderFiles*2 ] = '\0';
|
||
|
|
||
|
textEnd = s_shaderText;
|
||
|
|
||
|
// free in reverse order, so the temp files are all dumped
|
||
|
// legacy shaders
|
||
|
for ( i = numShaderFiles - 1; i >= 0 ; i-- ) {
|
||
|
if ( buffers[ i ] ) {
|
||
|
textEnd = Q_stradd( textEnd, buffers[ i ] );
|
||
|
textEnd = Q_stradd( textEnd, "\n" );
|
||
|
ri.FS_FreeFile( buffers[ i ] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// if shader text >= s_extensionOffset then it is an extended shader
|
||
|
// normal shaders will never encounter that
|
||
|
s_extensionOffset = textEnd;
|
||
|
|
||
|
// extended shaders
|
||
|
for ( i = numShaderxFiles - 1; i >= 0 ; i-- ) {
|
||
|
if ( xbuffers[ i ] ) {
|
||
|
textEnd = Q_stradd( textEnd, xbuffers[ i ] );
|
||
|
textEnd = Q_stradd( textEnd, "\n" );
|
||
|
ri.FS_FreeFile( xbuffers[ i ] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// free up memory
|
||
|
if ( shaderxFiles )
|
||
|
ri.FS_FreeFileList( shaderxFiles );
|
||
|
if ( shaderFiles )
|
||
|
ri.FS_FreeFileList( shaderFiles );
|
||
|
|
||
|
//COM_Compress( s_shaderText );
|
||
|
Com_Memset( shaderTextHashTableSizes, 0, sizeof( shaderTextHashTableSizes ) );
|
||
|
size = 0;
|
||
|
|
||
|
p = s_shaderText;
|
||
|
// look for shader names
|
||
|
while ( 1 ) {
|
||
|
token = COM_ParseExt( &p, qtrue );
|
||
|
if ( token[0] == 0 ) {
|
||
|
break;
|
||
|
}
|
||
|
hash = generateHashValue(token, MAX_SHADERTEXT_HASH);
|
||
|
shaderTextHashTableSizes[hash]++;
|
||
|
size++;
|
||
|
SkipBracedSection(&p, 0);
|
||
|
}
|
||
|
|
||
|
size += MAX_SHADERTEXT_HASH;
|
||
|
|
||
|
hashMem = ri.Hunk_Alloc( size * sizeof(char *), h_low );
|
||
|
|
||
|
for (i = 0; i < MAX_SHADERTEXT_HASH; i++) {
|
||
|
shaderTextHashTable[i] = (const char **) hashMem;
|
||
|
hashMem = ((char *) hashMem) + ((shaderTextHashTableSizes[i] + 1) * sizeof(char *));
|
||
|
}
|
||
|
|
||
|
p = s_shaderText;
|
||
|
// look for shader names
|
||
|
while ( 1 ) {
|
||
|
oldp = p;
|
||
|
token = COM_ParseExt( &p, qtrue );
|
||
|
if ( token[0] == 0 ) {
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
hash = generateHashValue(token, MAX_SHADERTEXT_HASH);
|
||
|
shaderTextHashTable[hash][--shaderTextHashTableSizes[hash]] = (char*)oldp;
|
||
|
|
||
|
SkipBracedSection(&p, 0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
====================
|
||
|
CreateInternalShaders
|
||
|
====================
|
||
|
*/
|
||
|
static void CreateInternalShaders( void ) {
|
||
|
tr.numShaders = 0;
|
||
|
|
||
|
// init the default shader
|
||
|
InitShader( "<default>", LIGHTMAP_NONE );
|
||
|
stages[0].bundle[0].image[0] = tr.defaultImage;
|
||
|
stages[0].bundle[0].tcGen = TCGEN_TEXTURE;
|
||
|
stages[0].active = qtrue;
|
||
|
stages[0].stateBits = GLS_DEFAULT;
|
||
|
tr.defaultShader = FinishShader();
|
||
|
|
||
|
InitShader( "<white>", LIGHTMAP_NONE );
|
||
|
stages[0].bundle[0].image[0] = tr.whiteImage;
|
||
|
stages[0].bundle[0].tcGen = TCGEN_TEXTURE;
|
||
|
stages[0].active = qtrue;
|
||
|
stages[0].bundle[0].rgbGen = CGEN_EXACT_VERTEX;
|
||
|
stages[0].stateBits = GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
|
||
|
tr.whiteShader = FinishShader();
|
||
|
|
||
|
// shadow shader is just a marker
|
||
|
InitShader( "<stencil shadow>", LIGHTMAP_NONE );
|
||
|
stages[0].bundle[0].image[0] = tr.defaultImage;
|
||
|
stages[0].bundle[0].tcGen = TCGEN_TEXTURE;
|
||
|
stages[0].active = qtrue;
|
||
|
stages[0].stateBits = GLS_DEFAULT;
|
||
|
shader.sort = SS_STENCIL_SHADOW;
|
||
|
tr.shadowShader = FinishShader();
|
||
|
|
||
|
InitShader( "<cinematic>", LIGHTMAP_NONE );
|
||
|
stages[0].bundle[0].image[0] = tr.defaultImage; // will be updated by specific cinematic images
|
||
|
stages[0].bundle[0].tcGen = TCGEN_TEXTURE;
|
||
|
stages[0].active = qtrue;
|
||
|
stages[0].bundle[0].rgbGen = CGEN_IDENTITY_LIGHTING;
|
||
|
stages[0].stateBits = GLS_DEPTHTEST_DISABLE;
|
||
|
tr.cinematicShader = FinishShader();
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
====================
|
||
|
CreateExternalShaders
|
||
|
====================
|
||
|
*/
|
||
|
static void CreateExternalShaders( void ) {
|
||
|
tr.projectionShadowShader = R_FindShader( "projectionShadow", LIGHTMAP_NONE, qtrue );
|
||
|
tr.flareShader = R_FindShader( "flareShader", LIGHTMAP_NONE, qtrue );
|
||
|
|
||
|
// Hack to make fogging work correctly on flares. Fog colors are calculated
|
||
|
// in tr_flare.c already.
|
||
|
if(!tr.flareShader->defaultShader)
|
||
|
{
|
||
|
int index;
|
||
|
|
||
|
for(index = 0; index < tr.flareShader->numUnfoggedPasses; index++)
|
||
|
{
|
||
|
tr.flareShader->stages[index]->bundle[0].adjustColorsForFog = ACFF_NONE;
|
||
|
tr.flareShader->stages[index]->stateBits |= GLS_DEPTHTEST_DISABLE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
tr.sunShader = R_FindShader( "sun", LIGHTMAP_NONE, qtrue );
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
R_InitShaders
|
||
|
==================
|
||
|
*/
|
||
|
void R_InitShaders( void ) {
|
||
|
ri.Printf( PRINT_ALL, "Initializing Shaders\n" );
|
||
|
|
||
|
Com_Memset(hashTable, 0, sizeof(hashTable));
|
||
|
|
||
|
CreateInternalShaders();
|
||
|
|
||
|
ScanAndLoadShaderFiles();
|
||
|
|
||
|
CreateExternalShaders();
|
||
|
}
|